improve config macro documentation

clarify which config macros are required and which are optional
This commit is contained in:
Sean Barrett 2015-04-01 16:46:00 -07:00
parent 90d58e577e
commit 70eaad4a88
1 changed files with 9 additions and 10 deletions

View File

@ -196,7 +196,7 @@ extern "C" {
//
// CONFIGURATION MACROS
//
// #define STBVOX_CONFIG_MODE <integer>
// #define STBVOX_CONFIG_MODE <integer> // REQUIRED
// Configures the overall behavior of stb_voxel_render. This
// can affect the shaders, the uniform info, and other things.
// (If you need more than one mode in the same app, you can
@ -210,15 +210,14 @@ extern "C" {
// 21 Untextured blocks, 20-byte quads
//
//
// #define STBVOX_CONFIG_PRECISION_Z <integer>
// #define STBVOX_CONFIG_PRECISION_Z <integer> // OPTIONAL
// Defines the number of bits of fractional position for Z.
// Only 0 or 1 are valid. If 0, then a single mesh has
// twice the legal Z range; e.g. in modes 0,1,20,21,
// Z in the mesh can extend to 511 instead of 255.
// However, half-height blocks cannot be used.
// Only 0 or 1 are valid. 1 is the default. If 0, then a
// single mesh has twice the legal Z range; e.g. in
// modes 0,1,20,21, Z in the mesh can extend to 511 instead
// of 255. However, half-height blocks cannot be used.
//
//
// All of the following just #ifdef tested so need no values.
// All of the following just #ifdef tested so need no values, and are optional.
//
// STBVOX_CONFIG_BLOCKTYPE_SHORT
// use unsigned 16-bit values for 'blocktype' in the input instead of 8-bit values
@ -241,11 +240,11 @@ extern "C" {
// Declares a lighting function hook; you must append a lighting function
// to the shader before compiling it:
// vec3 compute_lighting(vec3 pos, vec3 norm, vec3 albedo, vec3 ambient);
// 'ambient' is the half-lambert ambient light with vertex ao applied
// 'ambient' is the half-lambert ambient light with vertex ambient-occlusion applied
//
// STBVOX_CONFIG_FOG_SMOOTHSTEP
// Defines a simple unrealistic fog system designed to maximize
// unobscured view distance while not looking to weird when things
// unobscured view distance while not looking too weird when things
// emerge from the fog. Configured using an extra array element
// in the STBVOX_UNIFORM_ambient uniform.
//