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Docs: fix copydoc usage in material-scripts.md
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paroj committed Nov 11, 2023
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Showing 1 changed file with 24 additions and 13 deletions.
37 changes: 24 additions & 13 deletions Docs/src/material-scripts.md
Original file line number Diff line number Diff line change
Expand Up @@ -438,7 +438,7 @@ This directive changes the operation which is applied between the two components
@par
Format: scene\_blend\_op <op>

@copydoc Ogre::Pass::setSceneBlendingOperation
@copydetails Ogre::Pass::setSceneBlendingOperation
You may change this to ’add’, ’subtract’, ’reverse_subtract’, ’min’ or ’max’.

<a name="separate_005fscene_005fblend_005fop"></a><a name="separate_005fscene_005fblend_005fop-1"></a>
Expand Down Expand Up @@ -1085,15 +1085,15 @@ Format: content\_type &lt;type&gt; \[&lt;compositorName&gt;\] \[&lt;textureName&
<dl compact="compact">
<dt>named</dt> <dd>

@copydoc Ogre::TextureUnitState::CONTENT_NAMED
@copybrief Ogre::TextureUnitState::CONTENT_NAMED

</dd> <dt>shadow</dt> <dd>

This option allows you to pull in a shadow texture, and is only valid when you use texture shadows and one of the ’custom sequence’ shadowing types (See @ref Shadows). The shadow texture in question will be from the ’n’th closest light that casts shadows, unless you use light-based pass iteration or the light\_start option which may start the light index higher. When you use this option in multiple texture units within the same pass, each one references the next shadow texture. The shadow texture index is reset in the next pass, in case you want to take into account the same shadow textures again in another pass (e.g. a separate specular / gloss pass). By using this option, the correct light frustum projection is set up for you for use in fixed-function, if you use shaders just reference the texture\_viewproj\_matrix auto parameter in your shader.

</dd> <dt>compositor</dt> <dd>

@copydoc Ogre::TextureUnitState::CONTENT_COMPOSITOR This can be either in a render\_scene directive inside a compositor script, or in a general pass in a viewport that has a compositor attached. Note that this is a reference only, meaning that it does not change the render order. You must make sure that the order is reasonable for what you are trying to achieve (for example, texture pooling might cause the referenced texture to be overwritten by something else by the time it is referenced).
@copybrief Ogre::TextureUnitState::CONTENT_COMPOSITOR This can be either in a render\_scene directive inside a compositor script, or in a general pass in a viewport that has a compositor attached. Note that this is a reference only, meaning that it does not change the render order. You must make sure that the order is reasonable for what you are trying to achieve (for example, texture pooling might cause the referenced texture to be overwritten by something else by the time it is referenced).

</dd> </dl>

Expand All @@ -1110,7 +1110,8 @@ Default: content\_type named

## tex\_coord\_set

@copydoc Ogre::TextureUnitState::setTextureCoordSet
@copybrief Ogre::TextureUnitState::setTextureCoordSet
@copydetails Ogre::TextureUnitState::setTextureCoordSet

@par
Format: tex\_coord\_set &lt;set\_num&gt;
Expand Down Expand Up @@ -1193,7 +1194,7 @@ Environment maps make an object look reflective by using automatic texture coord
<dl compact="compact">
<dt>spherical</dt> <dd>

@copydoc Ogre::TextureUnitState::ENV_CURVED
@copybrief Ogre::TextureUnitState::ENV_CURVED
Requires a single texture which is either a fish-eye lens view of the reflected scene, or some other texture which looks good as a spherical map (a texture of glossy highlights is popular especially in car sims). This effect is based on the relationship between the eye direction and the vertex normals of the object, so works best when there are a lot of gradually changing normals, i.e. curved objects.

</dd> <dt>planar</dt> <dd>
Expand All @@ -1204,11 +1205,11 @@ The effect is based on the position of the vertices in the viewport rather than

</dd> <dt>cubic\_reflection</dt> <dd>

@copydoc Ogre::TextureUnitState::ENV_REFLECTION
@copybrief Ogre::TextureUnitState::ENV_REFLECTION
Uses a group of 6 textures making up the inside of a cube, each of which is a view if the scene down each axis. Works extremely well in all cases but has a higher technical requirement from the card than spherical mapping. Requires that you bind a [cubic texture](#texture) to this unit.

</dd> <dt>cubic\_normal</dt> <dd>
@copydoc Ogre::TextureUnitState::ENV_NORMAL
@copybrief Ogre::TextureUnitState::ENV_NORMAL
Generates 3D texture coordinates containing the camera space normal vector from the normal information held in the vertex data. Again, use of this feature requires a [cubic texture](#texture).

</dd> </dl> <br>
Expand Down Expand Up @@ -1345,7 +1346,7 @@ Example: sampler_ref mySampler
<a name="unordered_access_mip"></a>
## unordered_access_mip

@copydoc Ogre::TextureUnitState::setUnorderedAccessMipLevel
@copybrief Ogre::TextureUnitState::setUnorderedAccessMipLevel

@par
Format: unordered_access_mip &lt;mipLevel&gt;
Expand Down Expand Up @@ -1422,16 +1423,24 @@ Format: filtering &lt;none|bilinear|trilinear|anisotropic&gt;<br> Default: filte
<dl compact="compact">
<dt>none</dt> <dd>
@copydoc Ogre::TFO_NONE
@copybrief Ogre::TFO_NONE
@copydetails Ogre::TFO_NONE
</dd>
<dt>bilinear</dt> <dd>
@copydoc Ogre::TFO_BILINEAR
@copybrief Ogre::TFO_BILINEAR
@copydetails Ogre::TFO_BILINEAR
</dd>
<dt>trilinear</dt> <dd>
@copydoc Ogre::TFO_TRILINEAR
@copybrief Ogre::TFO_TRILINEAR
@copydetails Ogre::TFO_TRILINEAR
</dd>
<dt>anisotropic</dt> <dd>
@copydoc Ogre::TFO_ANISOTROPIC
@copybrief Ogre::TFO_ANISOTROPIC
@copydetails Ogre::TFO_ANISOTROPIC
</dd> </dl>
### Complex Format
Expand Down Expand Up @@ -1469,7 +1478,9 @@ Format: mipmap\_bias &lt;value&gt;<br> Default: mipmap\_bias 0
<a name="compare_test"></a>
## compare_test
@copydoc Ogre::Sampler::setCompareEnabled
@copybrief Ogre::Sampler::setCompareEnabled
@copydetails Ogre::Sampler::setCompareEnabled
@par
Format: compare_test on
Expand Down

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