[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43999] trunk/blender/doc/python_api/rst/ gpu.rst: Style cleanup of gpu rst file.

Campbell Barton ideasman42 at gmail.com
Thu Feb 9 07:39:08 CET 2012


Revision: 43999
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=43999
Author:   campbellbarton
Date:     2012-02-09 06:38:54 +0000 (Thu, 09 Feb 2012)
Log Message:
-----------
Style cleanup of gpu rst file.

Modified Paths:
--------------
    trunk/blender/doc/python_api/rst/gpu.rst

Modified: trunk/blender/doc/python_api/rst/gpu.rst
===================================================================
--- trunk/blender/doc/python_api/rst/gpu.rst	2012-02-09 03:16:21 UTC (rev 43998)
+++ trunk/blender/doc/python_api/rst/gpu.rst	2012-02-09 06:38:54 UTC (rev 43999)
@@ -1,13 +1,14 @@
+*******************
 GPU functions (gpu)
-===================
+*******************
 
 .. module:: gpu
 
 This module provides access to materials GLSL shaders.
 
-*****
+
 Intro
-*****
+=====
 
 Module to provide functions concerning the GPU implementation in Blender, in particular
 the GLSL shaders that blender generates automatically to render materials in the 3D view
@@ -15,16 +16,15 @@
 
 .. warning::
 
-    The API provided by this module should be consider unstable. The data exposed by the API 
-    are are closely related to Blender's internal GLSL code and may change if the GLSL code 
-    is modified (e.g. new uniform type). 
+   The API provided by this module should be consider unstable. The data exposed by the API
+   are are closely related to Blender's internal GLSL code and may change if the GLSL code
+   is modified (e.g. new uniform type).
 
 
-*********
 Constants
-*********
+=========
 
---------------
+
 GLSL data type
 --------------
 
@@ -59,15 +59,15 @@
 .. data:: GPU_DATA_3F
 
    three floats
-   
+
    :value: 4
-   
+
 .. data:: GPU_DATA_4F
 
    four floats
-   
+
    :value: 5
-   
+
 .. data:: GPU_DATA_9F
 
    matrix 3x3 in column-major order
@@ -86,448 +86,450 @@
 
    :value: 8
 
------------------
+
 GLSL uniform type
 -----------------
 
 .. _uniform-type:
 
-Constants that specify the type of uniform used in a GLSL shader. 
+Constants that specify the type of uniform used in a GLSL shader.
 The uniform type determines the data type, origin and method
-of calculation used by Blender to compute the uniform value. 
+of calculation used by Blender to compute the uniform value.
 
 The calculation of some of the uniforms is based on matrices available in the scene:
 
-    .. _mat4_cam_to_world:
-    .. _mat4_world_to_cam:
+   .. _mat4_cam_to_world:
+   .. _mat4_world_to_cam:
 
-    *mat4_cam_to_world*
-      Model matrix of the camera. OpenGL 4x4 matrix that converts 
-      camera local coordinates to world coordinates. In blender this is obtained from the
-      'matrix_world' attribute of the camera object.
+   *mat4_cam_to_world*
+     Model matrix of the camera. OpenGL 4x4 matrix that converts
+     camera local coordinates to world coordinates. In blender this is obtained from the
+     'matrix_world' attribute of the camera object.
 
-      Some uniform will need the *mat4_world_to_cam*
-      matrix computed as the inverse of this matrix.
+     Some uniform will need the *mat4_world_to_cam*
+     matrix computed as the inverse of this matrix.
 
-    .. _mat4_object_to_world:
-    .. _mat4_world_to_object:
+   .. _mat4_object_to_world:
+   .. _mat4_world_to_object:
 
-    *mat4_object_to_world*
-      Model matrix of the object that is being rendered. OpenGL 4x4 matric that converts
-      object local coordinates to world coordinates. In blender this is obtained from the
-      'matrix_world' attribute of the object.
-  
-      Some uniform will need the *mat4_world_to_object* matrix, computed as the inverse of this matrix.
-  
-    .. _mat4_lamp_to_world:
-    .. _mat4_world_to_lamp:
+   *mat4_object_to_world*
+     Model matrix of the object that is being rendered. OpenGL 4x4 matric that converts
+     object local coordinates to world coordinates. In blender this is obtained from the
+     'matrix_world' attribute of the object.
 
-    *mat4_lamp_to_world*
-      Model matrix of the lamp lighting the object. OpenGL 4x4 matrix that converts lamp
-      local coordinates to world coordinates. In blender this is obtained from the
-      'matrix_world' attribute of the lamp object.
-      
-      Some uniform will need the *mat4_world_to_lamp* matrix
-      computed as the inverse of this matrix.
+     Some uniform will need the *mat4_world_to_object* matrix, computed as the inverse of this matrix.
 
+   .. _mat4_lamp_to_world:
+   .. _mat4_world_to_lamp:
+
+   *mat4_lamp_to_world*
+     Model matrix of the lamp lighting the object. OpenGL 4x4 matrix that converts lamp
+     local coordinates to world coordinates. In blender this is obtained from the
+     'matrix_world' attribute of the lamp object.
+
+     Some uniform will need the *mat4_world_to_lamp* matrix
+     computed as the inverse of this matrix.
+
 .. data:: GPU_DYNAMIC_OBJECT_VIEWMAT
 
-    The uniform is a 4x4 GL matrix that converts world coordinates to 
-    camera coordinates (see mat4_world_to_cam_). Can be set once per frame.
-    There is at most one uniform of that type per shader.
+   The uniform is a 4x4 GL matrix that converts world coordinates to
+   camera coordinates (see mat4_world_to_cam_). Can be set once per frame.
+   There is at most one uniform of that type per shader.
 
-    :value: 1
+   :value: 1
 
 .. data:: GPU_DYNAMIC_OBJECT_MAT
 
-    The uniform is a 4x4 GL matrix that converts object coordinates 
-    to world coordinates (see mat4_object_to_world_). Must be set before drawing the object.
-    There is at most one uniform of that type per shader.
+   The uniform is a 4x4 GL matrix that converts object coordinates
+   to world coordinates (see mat4_object_to_world_). Must be set before drawing the object.
+   There is at most one uniform of that type per shader.
 
-    :value: 2
+   :value: 2
 
 .. data:: GPU_DYNAMIC_OBJECT_VIEWIMAT
 
-    The uniform is a 4x4 GL matrix that converts coordinates
-    in camera space to world coordinates (see mat4_cam_to_world_).
-    Can be set once per frame. 
-    There is at most one uniform of that type per shader.
+   The uniform is a 4x4 GL matrix that converts coordinates
+   in camera space to world coordinates (see mat4_cam_to_world_).
+   Can be set once per frame.
+   There is at most one uniform of that type per shader.
 
-    :value: 3
+   :value: 3
 
 .. data:: GPU_DYNAMIC_OBJECT_IMAT
 
-    The uniform is a 4x4 GL matrix that converts world coodinates
-    to object coordinates (see mat4_world_to_object_).
-    Must be set before drawing the object.
-    There is at most one uniform of that type per shader.
-   
-    :value: 4
-   
+   The uniform is a 4x4 GL matrix that converts world coodinates
+   to object coordinates (see mat4_world_to_object_).
+   Must be set before drawing the object.
+   There is at most one uniform of that type per shader.
+
+   :value: 4
+
 .. data:: GPU_DYNAMIC_OBJECT_COLOR
 
-    The uniform is a vector of 4 float representing a RGB color + alpha defined at object level.
-    Each values between 0.0 and 1.0. In blender it corresponds to the 'color' attribute of the object.
-    Must be set before drawing the object.
-    There is at most one uniform of that type per shader.
-   
-    :value: 5
-   
+   The uniform is a vector of 4 float representing a RGB color + alpha defined at object level.
+   Each values between 0.0 and 1.0. In blender it corresponds to the 'color' attribute of the object.
+   Must be set before drawing the object.
+   There is at most one uniform of that type per shader.
+
+   :value: 5
+
 .. data:: GPU_DYNAMIC_LAMP_DYNVEC
 
-    The uniform is a vector of 3 float representing the direction of light in camera space.
-    In Blender, this is computed by 
+   The uniform is a vector of 3 float representing the direction of light in camera space.
+   In Blender, this is computed by
 
-    mat4_world_to_cam_ * (-vec3_lamp_Z_axis) 
+   mat4_world_to_cam_ * (-vec3_lamp_Z_axis)
 
-    as the lamp Z axis points to the opposite direction of light.
-    The norm of the vector should be unity. Can be set once per frame.
-    There is one uniform of that type per lamp lighting the material.
+   as the lamp Z axis points to the opposite direction of light.
+   The norm of the vector should be unity. Can be set once per frame.
+   There is one uniform of that type per lamp lighting the material.
 
-    :value: 6
-   
+   :value: 6
+
 .. data:: GPU_DYNAMIC_LAMP_DYNCO
 
-    The uniform is a vector of 3 float representing the position of the light in camera space.
-    Computed as 
-    
-    mat4_world_to_cam_ * vec3_lamp_pos
+   The uniform is a vector of 3 float representing the position of the light in camera space.
+   Computed as
 
-    Can be set once per frame.
-    There is one uniform of that type per lamp lighting the material.
-   
-    :value: 7
-   
+   mat4_world_to_cam_ * vec3_lamp_pos
+
+   Can be set once per frame.
+   There is one uniform of that type per lamp lighting the material.
+
+   :value: 7
+
 .. data:: GPU_DYNAMIC_LAMP_DYNIMAT
 
-    The uniform is a 4x4 GL matrix that converts vector in camera space to lamp space.
-    Computed as 
+   The uniform is a 4x4 GL matrix that converts vector in camera space to lamp space.
+   Computed as
 
-    mat4_world_to_lamp_ * mat4_cam_to_world_
+   mat4_world_to_lamp_ * mat4_cam_to_world_
 
-    Can be set once per frame.
-    There is one uniform of that type per lamp lighting the material.
+   Can be set once per frame.
+   There is one uniform of that type per lamp lighting the material.
 
-    :value: 8
+   :value: 8
 
 .. data:: GPU_DYNAMIC_LAMP_DYNPERSMAT
 
-    The uniform is a 4x4 GL matrix that converts a vector in camera space to shadow buffer depth space.
-    Computed as 
+   The uniform is a 4x4 GL matrix that converts a vector in camera space to shadow buffer depth space.
+   Computed as
 
-    mat4_perspective_to_depth_ * mat4_lamp_to_perspective_ * mat4_world_to_lamp_ * mat4_cam_to_world_.
+   mat4_perspective_to_depth_ * mat4_lamp_to_perspective_ * mat4_world_to_lamp_ * mat4_cam_to_world_.
 
-    .. _mat4_perspective_to_depth:
+   .. _mat4_perspective_to_depth:
 
-    *mat4_perspective_to_depth* is a fixed matrix defined as follow::
+   *mat4_perspective_to_depth* is a fixed matrix defined as follow::
 
-        0.5 0.0 0.0 0.5
-        0.0 0.5 0.0 0.5
-        0.0 0.0 0.5 0.5
-        0.0 0.0 0.0 1.0
+      0.5 0.0 0.0 0.5
+      0.0 0.5 0.0 0.5
+      0.0 0.0 0.5 0.5
+      0.0 0.0 0.0 1.0
 
-    This uniform can be set once per frame. There is one uniform of that type per lamp casting shadow in the scene.
+   This uniform can be set once per frame. There is one uniform of that type per lamp casting shadow in the scene.
 
-    :value: 9
+   :value: 9
 
 .. data:: GPU_DYNAMIC_LAMP_DYNENERGY
 

@@ Diff output truncated at 10240 characters. @@



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