Documentation and wiki update.

This commit is contained in:
Lasse Öörni 2013-03-24 23:07:58 +00:00
Родитель 5cda61c090
Коммит 6fe17dd966
4 изменённых файлов: 18 добавлений и 9 удалений

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@ -676,6 +676,9 @@ Textures can have an accompanying XML file which specifies load-time parameters,
</texture>
\endcode
The sRGB flag controls both whether the texture should be sampled with sRGB to linear conversion, and if used as a rendertarget, pixels should be converted back to sRGB when writing to it.
To control whether the backbuffer should use sRGB conversion on write, call \ref Graphics::SetSRGB "SetSRGB()" on the Graphics subsystem.
\section Materials_Techniques Techniques and passes
A technique definition looks like this:

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@ -1671,6 +1671,7 @@ Properties:<br>
- RenderTargetSizeMode sizeMode
- bool active
- bool filtered
- bool sRGB
RenderPathCommand
@ -1756,6 +1757,7 @@ Properties:<br>
- TextureFilterMode filterMode
- TextureAddressMode[] addressMode
- Color borderColor
- bool sRGB
- Texture@ backupTexture
- bool dataLost (readonly)
@ -1824,6 +1826,7 @@ Properties:<br>
- TextureFilterMode filterMode
- TextureAddressMode[] addressMode
- Color borderColor
- bool sRGB
- Texture@ backupTexture
- bool dataLost (readonly)
- RenderSurface@ renderSurface (readonly)
@ -1859,6 +1862,7 @@ Properties:<br>
- TextureFilterMode filterMode
- TextureAddressMode[] addressMode
- Color borderColor
- bool sRGB
- Texture@ backupTexture
- bool dataLost (readonly)
- RenderSurface@[] renderSurfaces (readonly)
@ -2767,6 +2771,7 @@ Properties:<br>
- int refs (readonly)
- int weakRefs (readonly)
- String windowTitle
- bool sRGB
- int width (readonly)
- int height (readonly)
- int multiSample (readonly)
@ -2782,6 +2787,7 @@ Properties:<br>
- bool lightPrepassSupport (readonly)
- bool deferredSupport (readonly)
- bool hardwareShadowSupport (readonly)
- bool sRGBSupport (readonly)
- bool forceSM2
- IntVector2[]@ resolutions (readonly)
- int[]@ multiSampleLevels (readonly)

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@ -76,7 +76,7 @@ class Graphics : public Object
public:
/// Construct.
Graphics(Context* context);
/// Destruct. Close the window and release the Direct3D9 device.
/// Destruct. Release the Direct3D9 device and close the window.
virtual ~Graphics();
/// Set external window handle. Only effective before setting the initial screen mode.
@ -87,7 +87,7 @@ public:
bool SetMode(int width, int height, bool fullscreen, bool resizable, bool vsync, bool tripleBuffer, int multiSample);
/// Set screen resolution only. Return true if successful.
bool SetMode(int width, int height);
/// Set whether the main window uses sRGB writing.
/// Set whether the main window uses sRGB conversion on write.
void SetSRGB(bool enable);
/// Toggle between full screen and windowed mode. Return true if successful.
bool ToggleFullscreen();
@ -222,7 +222,7 @@ public:
bool GetVSync() const { return vsync_; }
/// Return whether triple buffering is enabled.
bool GetTripleBuffer() const { return tripleBuffer_; }
/// Return whether the main window is using SRGB writing.
/// Return whether the main window is using sRGB conversion on write.
bool GetSRGB() const { return sRGB_; }
/// Return whether Direct3D device is lost, and can not yet render. This happens during fullscreen resolution switching.
bool IsDeviceLost() const { return deviceLost_; }
@ -413,7 +413,7 @@ private:
bool vsync_;
/// Triple buffering flag.
bool tripleBuffer_;
/// sRGB writing flag for the main window.
/// sRGB conversion on write flag for the main window.
bool sRGB_;
/// Direct3D device lost flag.
bool deviceLost_;

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@ -92,13 +92,13 @@ public:
bool SetMode(int width, int height, bool fullscreen, bool resizable, bool vsync, bool tripleBuffer, int multiSample);
/// Set screen resolution only. Return true if successful.
bool SetMode(int width, int height);
/// Set whether the main window uses sRGB writing.
/// Set whether the main window uses sRGB conversion on write.
void SetSRGB(bool enable);
/// Toggle between full screen and windowed mode.
/// Toggle between full screen and windowed mode. Return true if successful.
bool ToggleFullscreen();
/// Close the window.
void Close();
/// Take a screenshot.
/// Take a screenshot. Return true if successful.
bool TakeScreenShot(Image& destImage);
/// Begin frame rendering. Return true if device available and can render.
bool BeginFrame();
@ -231,7 +231,7 @@ public:
bool GetVSync() const { return vsync_; }
/// Return whether triple buffering is enabled.
bool GetTripleBuffer() const { return tripleBuffer_; }
/// Return whether the main window is using SRGB writing.
/// Return whether the main window is using sRGB conversion on write.
bool GetSRGB() const { return sRGB_; }
/// Return whether device is lost, and can not yet render.
bool IsDeviceLost() const;
@ -424,7 +424,7 @@ private:
bool vsync_;
/// Triple buffering flag.
bool tripleBuffer_;
/// sRGB writing flag for the main window.
/// sRGB conversion on write flag for the main window.
bool sRGB_;
/// Light prepass support flag.
bool lightPrepassSupport_;