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update on 2024-09-17 23:44:35+08:00
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greyishsong committed Sep 17, 2024
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6 changes: 3 additions & 3 deletions html/d6/d3d/classFragmentProcessor.html
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</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
Public 属性</h2></td></tr>
<tr class="memitem:ad91e43486b5155a47ac572f988441490" id="r_ad91e43486b5155a47ac572f988441490"><td class="memItemLeft" align="right" valign="top"><a id="ad91e43486b5155a47ac572f988441490" name="ad91e43486b5155a47ac572f988441490"></a>
Eigen::Vector3f(*&#160;</td><td class="memItemRight" valign="bottom"><b>fragment_shader_ptr</b> )(const <a class="el" href="../../db/dd4/structFragmentShaderPayload.html">FragmentShaderPayload</a> &amp;payload, <a class="el" href="../../d4/d50/structGL_1_1Material.html">GL::Material</a> material, const std::list&lt; <a class="el" href="../../d5/d79/structLight.html">Light</a> &gt; &amp;lights, <a class="el" href="../../d7/d7e/structCamera.html">Camera</a> camera)</td></tr>
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<tr class="memitem:afb705216e98d35bfe1adb63c4cb0b2ec" id="r_afb705216e98d35bfe1adb63c4cb0b2ec"><td class="memItemLeft" align="right" valign="top"><a id="afb705216e98d35bfe1adb63c4cb0b2ec" name="afb705216e98d35bfe1adb63c4cb0b2ec"></a>
Eigen::Vector3f(*&#160;</td><td class="memItemRight" valign="bottom"><b>fragment_shader_ptr</b> )(const <a class="el" href="../../db/dd4/structFragmentShaderPayload.html">FragmentShaderPayload</a> &amp;payload, const <a class="el" href="../../d4/d50/structGL_1_1Material.html">GL::Material</a> &amp;material, const std::list&lt; <a class="el" href="../../d5/d79/structLight.html">Light</a> &gt; &amp;lights, const <a class="el" href="../../d7/d7e/structCamera.html">Camera</a> &amp;camera)</td></tr>
<tr class="separator:afb705216e98d35bfe1adb63c4cb0b2ec"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">详细描述</h2>
<div class="textblock"><p>负责执行片元着色器的工作线程。 </p>
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4 changes: 2 additions & 2 deletions html/d9/dbd/rasterizer__renderer_8h_source.html
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<div class="line"><a id="l00048" name="l00048"></a><span class="lineno"> 48</span> <span class="keywordtype">void</span> worker_thread();</div>
<div class="line"><a id="l00049" name="l00049"></a><span class="lineno"> 49</span> </div>
<div class="line"><a id="l00050" name="l00050"></a><span class="lineno"> 50</span> Eigen::Vector3f (*fragment_shader_ptr)(<span class="keyword">const</span> <a class="code hl_struct" href="../../db/dd4/structFragmentShaderPayload.html">FragmentShaderPayload</a>&amp; payload,</div>
<div class="line"><a id="l00051" name="l00051"></a><span class="lineno"> 51</span> <a class="code hl_struct" href="../../d4/d50/structGL_1_1Material.html">GL::Material</a> material, <span class="keyword">const</span> std::list&lt;Light&gt;&amp; lights,</div>
<div class="line"><a id="l00052" name="l00052"></a><span class="lineno"> 52</span> <a class="code hl_struct" href="../../d7/d7e/structCamera.html">Camera</a> camera);</div>
<div class="line"><a id="l00051" name="l00051"></a><span class="lineno"> 51</span> <span class="keyword">const</span> <a class="code hl_struct" href="../../d4/d50/structGL_1_1Material.html">GL::Material</a>&amp; material, <span class="keyword">const</span> std::list&lt;Light&gt;&amp; lights,</div>
<div class="line"><a id="l00052" name="l00052"></a><span class="lineno"> 52</span> <span class="keyword">const</span> <a class="code hl_struct" href="../../d7/d7e/structCamera.html">Camera</a>&amp; camera);</div>
<div class="line"><a id="l00053" name="l00053"></a><span class="lineno"> 53</span> </div>
<div class="line"><a id="l00054" name="l00054"></a><span class="lineno"> 54</span><span class="keyword">private</span>:</div>
<div class="line"><a id="l00055" name="l00055"></a><span class="lineno"> 55</span>};</div>
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6 changes: 3 additions & 3 deletions html/da/d22/graphics__interface_8h.html
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<tr class="memitem:gaf95c1a4382cc7c01a134fbdd9e7db1c4" id="r_gaf95c1a4382cc7c01a134fbdd9e7db1c4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="../../d9/d78/structVertexShaderPayload.html">VertexShaderPayload</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../db/d81/group__rendering.html#gaf95c1a4382cc7c01a134fbdd9e7db1c4">vertex_shader</a> (const <a class="el" href="../../d9/d78/structVertexShaderPayload.html">VertexShaderPayload</a> &amp;payload)</td></tr>
<tr class="memdesc:gaf95c1a4382cc7c01a134fbdd9e7db1c4"><td class="mdescLeft">&#160;</td><td class="mdescRight">计算顶点的各项属性几何变化。 <br /></td></tr>
<tr class="separator:gaf95c1a4382cc7c01a134fbdd9e7db1c4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga5727fd2e9dd9d5b09eefb9cf03271241" id="r_ga5727fd2e9dd9d5b09eefb9cf03271241"><td class="memItemLeft" align="right" valign="top">Eigen::Vector3f&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../db/d81/group__rendering.html#ga5727fd2e9dd9d5b09eefb9cf03271241">phong_fragment_shader</a> (const <a class="el" href="../../db/dd4/structFragmentShaderPayload.html">FragmentShaderPayload</a> &amp;payload, <a class="el" href="../../d4/d50/structGL_1_1Material.html">GL::Material</a> material, const std::list&lt; <a class="el" href="../../d5/d79/structLight.html">Light</a> &gt; &amp;lights, <a class="el" href="../../d7/d7e/structCamera.html">Camera</a> camera)</td></tr>
<tr class="memdesc:ga5727fd2e9dd9d5b09eefb9cf03271241"><td class="mdescLeft">&#160;</td><td class="mdescRight">使用 Blinn Phong 着色模型计算每个片元(像素)的颜色。 <br /></td></tr>
<tr class="separator:ga5727fd2e9dd9d5b09eefb9cf03271241"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga23e48f4922a0422f0e9679f65daaef5f" id="r_ga23e48f4922a0422f0e9679f65daaef5f"><td class="memItemLeft" align="right" valign="top">Eigen::Vector3f&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../db/d81/group__rendering.html#ga23e48f4922a0422f0e9679f65daaef5f">phong_fragment_shader</a> (const <a class="el" href="../../db/dd4/structFragmentShaderPayload.html">FragmentShaderPayload</a> &amp;payload, const <a class="el" href="../../d4/d50/structGL_1_1Material.html">GL::Material</a> &amp;material, const std::list&lt; <a class="el" href="../../d5/d79/structLight.html">Light</a> &gt; &amp;lights, const <a class="el" href="../../d7/d7e/structCamera.html">Camera</a> &amp;camera)</td></tr>
<tr class="memdesc:ga23e48f4922a0422f0e9679f65daaef5f"><td class="mdescLeft">&#160;</td><td class="mdescRight">使用 Blinn Phong 着色模型计算每个片元(像素)的颜色。 <br /></td></tr>
<tr class="separator:ga23e48f4922a0422f0e9679f65daaef5f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a04d9d4dd1222e0e051553bec3e25c2ad" id="r_a04d9d4dd1222e0e051553bec3e25c2ad"><td class="memItemLeft" align="right" valign="top"><a id="a04d9d4dd1222e0e051553bec3e25c2ad" name="a04d9d4dd1222e0e051553bec3e25c2ad"></a>
<a class="el" href="../../db/d81/group__rendering.html#gadf8e136713c0691010d2bec6ba63e9cf">BufferType</a>&#160;</td><td class="memItemRight" valign="bottom"><b>operator|</b> (<a class="el" href="../../db/d81/group__rendering.html#gadf8e136713c0691010d2bec6ba63e9cf">BufferType</a> a, <a class="el" href="../../db/d81/group__rendering.html#gadf8e136713c0691010d2bec6ba63e9cf">BufferType</a> b)</td></tr>
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2 changes: 1 addition & 1 deletion html/da/d22/graphics__interface_8h.js
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<div class="line"><a id="l00078" name="l00078"></a><span class="lineno"> 78</span><span class="comment"> * \param camera 离线渲染所用的相机</span></div>
<div class="line"><a id="l00079" name="l00079"></a><span class="lineno"> 79</span><span class="comment"> *</span></div>
<div class="line"><a id="l00080" name="l00080"></a><span class="lineno"> 80</span><span class="comment"> */</span></div>
<div class="line"><a id="l00081" name="l00081"></a><span class="lineno"> 81</span>Eigen::Vector3f <a class="code hl_function" href="../../db/d81/group__rendering.html#ga5727fd2e9dd9d5b09eefb9cf03271241">phong_fragment_shader</a>(<span class="keyword">const</span> <a class="code hl_struct" href="../../db/dd4/structFragmentShaderPayload.html">FragmentShaderPayload</a>&amp; payload, <a class="code hl_struct" href="../../d4/d50/structGL_1_1Material.html">GL::Material</a> material,</div>
<div class="line"><a id="l00082" name="l00082"></a><span class="lineno"> 82</span> <span class="keyword">const</span> std::list&lt;Light&gt;&amp; lights, <a class="code hl_struct" href="../../d7/d7e/structCamera.html">Camera</a> camera);</div>
<div class="line"><a id="l00081" name="l00081"></a><span class="lineno"> 81</span>Eigen::Vector3f <a class="code hl_function" href="../../db/d81/group__rendering.html#ga23e48f4922a0422f0e9679f65daaef5f">phong_fragment_shader</a>(<span class="keyword">const</span> <a class="code hl_struct" href="../../db/dd4/structFragmentShaderPayload.html">FragmentShaderPayload</a>&amp; payload, <span class="keyword">const</span> <a class="code hl_struct" href="../../d4/d50/structGL_1_1Material.html">GL::Material</a>&amp; material,</div>
<div class="line"><a id="l00082" name="l00082"></a><span class="lineno"> 82</span> <span class="keyword">const</span> std::list&lt;Light&gt;&amp; lights, <span class="keyword">const</span> <a class="code hl_struct" href="../../d7/d7e/structCamera.html">Camera</a>&amp; camera);</div>
<div class="line"><a id="l00083" name="l00083"></a><span class="lineno"> 83</span><span class="comment"></span> </div>
<div class="line"><a id="l00084" name="l00084"></a><span class="lineno"> 84</span><span class="comment">/*!</span></div>
<div class="line"><a id="l00085" name="l00085"></a><span class="lineno"> 85</span><span class="comment"> * \ingroup rendering</span></div>
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<div class="ttc" id="aclassSpinLock_html_a0cccda43e75479574324ea47ce05d7f3"><div class="ttname"><a href="../../dd/d57/classSpinLock.html#a0cccda43e75479574324ea47ce05d7f3">SpinLock::locked</a></div><div class="ttdeci">std::atomic_flag locked</div><div class="ttdef"><b>定义</b> graphics_interface.h:122</div></div>
<div class="ttc" id="aclassSpinLock_html_a25ef6814d1e3fbd621db947ae7522d0e"><div class="ttname"><a href="../../dd/d57/classSpinLock.html#a25ef6814d1e3fbd621db947ae7522d0e">SpinLock::unlock</a></div><div class="ttdeci">void unlock()</div><div class="ttdef"><b>定义</b> render_engine.cpp:38</div></div>
<div class="ttc" id="aclassSpinLock_html_a2db046cb75c8febd532923ce36c4c3ad"><div class="ttname"><a href="../../dd/d57/classSpinLock.html#a2db046cb75c8febd532923ce36c4c3ad">SpinLock::lock</a></div><div class="ttdeci">void lock()</div><div class="ttdef"><b>定义</b> render_engine.cpp:26</div></div>
<div class="ttc" id="agroup__rendering_html_ga5727fd2e9dd9d5b09eefb9cf03271241"><div class="ttname"><a href="../../db/d81/group__rendering.html#ga5727fd2e9dd9d5b09eefb9cf03271241">phong_fragment_shader</a></div><div class="ttdeci">Eigen::Vector3f phong_fragment_shader(const FragmentShaderPayload &amp;payload, GL::Material material, const std::list&lt; Light &gt; &amp;lights, Camera camera)</div><div class="ttdoc">使用 Blinn Phong 着色模型计算每个片元(像素)的颜色。</div><div class="ttdef"><b>定义</b> render/shader.cpp:104</div></div>
<div class="ttc" id="agroup__rendering_html_ga23e48f4922a0422f0e9679f65daaef5f"><div class="ttname"><a href="../../db/d81/group__rendering.html#ga23e48f4922a0422f0e9679f65daaef5f">phong_fragment_shader</a></div><div class="ttdeci">Eigen::Vector3f phong_fragment_shader(const FragmentShaderPayload &amp;payload, const GL::Material &amp;material, const std::list&lt; Light &gt; &amp;lights, const Camera &amp;camera)</div><div class="ttdoc">使用 Blinn Phong 着色模型计算每个片元(像素)的颜色。</div><div class="ttdef"><b>定义</b> render/shader.cpp:104</div></div>
<div class="ttc" id="agroup__rendering_html_gadf8e136713c0691010d2bec6ba63e9cf"><div class="ttname"><a href="../../db/d81/group__rendering.html#gadf8e136713c0691010d2bec6ba63e9cf">BufferType</a></div><div class="ttdeci">BufferType</div><div class="ttdoc">用于选择 buffer 的类型</div><div class="ttdef"><b>定义</b> graphics_interface.h:90</div></div>
<div class="ttc" id="agroup__rendering_html_gaf95c1a4382cc7c01a134fbdd9e7db1c4"><div class="ttname"><a href="../../db/d81/group__rendering.html#gaf95c1a4382cc7c01a134fbdd9e7db1c4">vertex_shader</a></div><div class="ttdeci">VertexShaderPayload vertex_shader(const VertexShaderPayload &amp;payload)</div><div class="ttdoc">计算顶点的各项属性几何变化。</div><div class="ttdef"><b>定义</b> render/shader.cpp:51</div></div>
<div class="ttc" id="ascene_8h_html"><div class="ttname"><a href="../../db/d83/scene_8h.html">scene.h</a></div></div>
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<tr class="memitem:gaf95c1a4382cc7c01a134fbdd9e7db1c4" id="r_gaf95c1a4382cc7c01a134fbdd9e7db1c4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="../../d9/d78/structVertexShaderPayload.html">VertexShaderPayload</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#gaf95c1a4382cc7c01a134fbdd9e7db1c4">vertex_shader</a> (const <a class="el" href="../../d9/d78/structVertexShaderPayload.html">VertexShaderPayload</a> &amp;payload)</td></tr>
<tr class="memdesc:gaf95c1a4382cc7c01a134fbdd9e7db1c4"><td class="mdescLeft">&#160;</td><td class="mdescRight">计算顶点的各项属性几何变化。 <br /></td></tr>
<tr class="separator:gaf95c1a4382cc7c01a134fbdd9e7db1c4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga5727fd2e9dd9d5b09eefb9cf03271241" id="r_ga5727fd2e9dd9d5b09eefb9cf03271241"><td class="memItemLeft" align="right" valign="top">Eigen::Vector3f&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ga5727fd2e9dd9d5b09eefb9cf03271241">phong_fragment_shader</a> (const <a class="el" href="../../db/dd4/structFragmentShaderPayload.html">FragmentShaderPayload</a> &amp;payload, <a class="el" href="../../d4/d50/structGL_1_1Material.html">GL::Material</a> material, const std::list&lt; <a class="el" href="../../d5/d79/structLight.html">Light</a> &gt; &amp;lights, <a class="el" href="../../d7/d7e/structCamera.html">Camera</a> camera)</td></tr>
<tr class="memdesc:ga5727fd2e9dd9d5b09eefb9cf03271241"><td class="mdescLeft">&#160;</td><td class="mdescRight">使用 Blinn Phong 着色模型计算每个片元(像素)的颜色。 <br /></td></tr>
<tr class="separator:ga5727fd2e9dd9d5b09eefb9cf03271241"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga23e48f4922a0422f0e9679f65daaef5f" id="r_ga23e48f4922a0422f0e9679f65daaef5f"><td class="memItemLeft" align="right" valign="top">Eigen::Vector3f&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ga23e48f4922a0422f0e9679f65daaef5f">phong_fragment_shader</a> (const <a class="el" href="../../db/dd4/structFragmentShaderPayload.html">FragmentShaderPayload</a> &amp;payload, const <a class="el" href="../../d4/d50/structGL_1_1Material.html">GL::Material</a> &amp;material, const std::list&lt; <a class="el" href="../../d5/d79/structLight.html">Light</a> &gt; &amp;lights, const <a class="el" href="../../d7/d7e/structCamera.html">Camera</a> &amp;camera)</td></tr>
<tr class="memdesc:ga23e48f4922a0422f0e9679f65daaef5f"><td class="mdescLeft">&#160;</td><td class="mdescRight">使用 Blinn Phong 着色模型计算每个片元(像素)的颜色。 <br /></td></tr>
<tr class="separator:ga23e48f4922a0422f0e9679f65daaef5f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga058f7f5f254453b5df93c093ebde122a" id="r_ga058f7f5f254453b5df93c093ebde122a"><td class="memItemLeft" align="right" valign="top"><a class="el" href="../../dd/d5e/structRay.html">Ray</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ga058f7f5f254453b5df93c093ebde122a">generate_ray</a> (int width, int height, int x, int y, <a class="el" href="../../d7/d7e/structCamera.html">Camera</a> &amp;camera, float depth)</td></tr>
<tr class="memdesc:ga058f7f5f254453b5df93c093ebde122a"><td class="mdescLeft">&#160;</td><td class="mdescRight">给定成像平面的宽度和高度、成像平面上的坐标、成像平面的深度和相机,生成一条射线。 <br /></td></tr>
<tr class="separator:ga058f7f5f254453b5df93c093ebde122a"><td class="memSeparator" colspan="2">&#160;</td></tr>
Expand Down Expand Up @@ -345,8 +345,8 @@ <h2 class="memtitle"><span class="permalink"><a href="#ga1a3a6b802c525058a523c2d

</div>
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<h2 class="memtitle"><span class="permalink"><a href="#ga5727fd2e9dd9d5b09eefb9cf03271241">&#9670;&#160;</a></span>phong_fragment_shader()</h2>
<a id="ga23e48f4922a0422f0e9679f65daaef5f" name="ga23e48f4922a0422f0e9679f65daaef5f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga23e48f4922a0422f0e9679f65daaef5f">&#9670;&#160;</a></span>phong_fragment_shader()</h2>

<div class="memitem">
<div class="memproto">
Expand All @@ -359,7 +359,7 @@ <h2 class="memtitle"><span class="permalink"><a href="#ga5727fd2e9dd9d5b09eefb9c
<tr>
<td class="paramkey"></td>
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</table>
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