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docs: edgeflag -> edge flag
This is how we usually spell it, and also how the OpenGL specification spells it. Let's be consistent. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29879>
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@ -27,8 +27,9 @@ very simple set of rules for padding out unspecified components. If an input
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uses less than four components, it will be padded out with the constant vector
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``(0, 0, 0, 1)``.
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Fog, point size, the facing bit, and edgeflags, all are in the standard format
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of ``(x, 0, 0, 1)``, and so only the first component of those inputs is used.
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Fog, point size, the facing bit, and edge flags, all are in the standard
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format of ``(x, 0, 0, 1)``, and so only the first component of those inputs is
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used.
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Position
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%%%%%%%%
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@ -111,7 +111,7 @@ The integer capabilities:
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features only present in the OpenGL compatibility profile.
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The only legacy features that Gallium drivers must implement are
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the legacy shader inputs and outputs (colors, texcoords, fog, clipvertex,
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edgeflag).
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edge flag).
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* ``PIPE_CAP_ESSL_FEATURE_LEVEL``: An optional cap to allow drivers to
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report a higher GLSL version for GLES contexts. This is useful when a
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driver does not support all the required features for a higher GL version,
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@ -3253,7 +3253,7 @@ TGSI_SEMANTIC_EDGEFLAG
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For vertex shaders, this semantic label indicates that an input or
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output is a boolean edge flag. The register layout is [F, x, x, x]
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where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader
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simply copies the edge flag input to the edgeflag output.
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simply copies the edge flag input to the edge flag output.
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Edge flags are used to control which lines or points are actually
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drawn when the polygon mode converts triangles/quads/polygons into
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