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authorFriedemann Kleint <Friedemann.Kleint@qt.io>2021-02-15 11:46:12 +0100
committerFriedemann Kleint <Friedemann.Kleint@qt.io>2021-02-15 13:30:26 +0100
commit1faf08452dd2fc93bc06810ec53f8c352ab3805a (patch)
tree76be8b29529f316347a2451ff39a40ac0fe63d23 /src
parente4aec09c7b9c639542965207850fdc8a3d1fc841 (diff)
QShaderProgram/Documentation: Fix malformed table in the Qt for Python docs
Remove the colspan introduced by 39273dbb658163299b4bfe526ac2150c3715ac67 from table since the columns are empty. Change-Id: Ieef1e932c69c042e5c481e4af8bf8013adc3e002 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src')
-rw-r--r--src/render/materialsystem/qshaderprogram.cpp138
1 files changed, 69 insertions, 69 deletions
diff --git a/src/render/materialsystem/qshaderprogram.cpp b/src/render/materialsystem/qshaderprogram.cpp
index 6e1f8ddb7..a43ddba9e 100644
--- a/src/render/materialsystem/qshaderprogram.cpp
+++ b/src/render/materialsystem/qshaderprogram.cpp
@@ -60,119 +60,119 @@
\table
\header
- \li {1, 1} Default Uniform
- \li {2, 1} Associated Qt3D Parameter name
- \li {3, 1} GLSL declaration
+ \li Default Uniform
+ \li Associated Qt3D Parameter name
+ \li GLSL declaration
\row
- \li {1, 1} ModelMatrix
- \li {2, 1} modelMatrix
- \li {3, 1} uniform mat4 modelMatrix;
+ \li ModelMatrix
+ \li modelMatrix
+ \li uniform mat4 modelMatrix;
\row
- \li {1, 1} ViewMatrix
- \li {2, 1} viewMatrix
- \li {3, 1} uniform mat4 viewMatrix;
+ \li ViewMatrix
+ \li viewMatrix
+ \li uniform mat4 viewMatrix;
\row
- \li {1, 1} ProjectionMatrix
- \li {2, 1} projectionMatrix
- \li {3, 1} uniform mat4 projectionMatrix;
+ \li ProjectionMatrix
+ \li projectionMatrix
+ \li uniform mat4 projectionMatrix;
\row
- \li {1, 1} ModelViewMatrix
- \li {2, 1} modelView
- \li {3, 1} uniform mat4 modelView;
+ \li ModelViewMatrix
+ \li modelView
+ \li uniform mat4 modelView;
\row
- \li {1, 1} ViewProjectionMatrix
- \li {2, 1} viewProjectionMatrix
- \li {3, 1} uniform mat4 viewProjectionMatrix;
+ \li ViewProjectionMatrix
+ \li viewProjectionMatrix
+ \li uniform mat4 viewProjectionMatrix;
\row
- \li {1, 1} ModelViewProjectionMatrix
- \li {2, 1} modelViewProjection \br mvp
- \li {3, 1} uniform mat4 modelViewProjection; \br uniform mat4 mvp;
+ \li ModelViewProjectionMatrix
+ \li modelViewProjection \br mvp
+ \li uniform mat4 modelViewProjection; \br uniform mat4 mvp;
\row
- \li {1, 1} InverseModelMatrix
- \li {2, 1} inverseModelMatrix
- \li {3, 1} uniform mat4 inverseModelMatrix;
+ \li InverseModelMatrix
+ \li inverseModelMatrix
+ \li uniform mat4 inverseModelMatrix;
\row
- \li {1, 1} InverseViewMatrix
- \li {2, 1} inverseViewMatrix
- \li {3, 1} uniform mat4 inverseViewMatrix;
+ \li InverseViewMatrix
+ \li inverseViewMatrix
+ \li uniform mat4 inverseViewMatrix;
\row
- \li {1, 1} InverseProjectionMatrix
- \li {2, 1} inverseProjectionMatrix
- \li {3, 1} uniform mat4 inverseProjectionMatrix;
+ \li InverseProjectionMatrix
+ \li inverseProjectionMatrix
+ \li uniform mat4 inverseProjectionMatrix;
\row
- \li {1, 1} InverseModelViewMatrix
- \li {2, 1} inverseModelView
- \li {3, 1} uniform mat4 inverseModelView;
+ \li InverseModelViewMatrix
+ \li inverseModelView
+ \li uniform mat4 inverseModelView;
\row
- \li {1, 1} InverseViewProjectionMatrix
- \li {2, 1} inverseViewProjectionMatrix
- \li {3, 1} uniform mat4 inverseViewProjectionMatrix;
+ \li InverseViewProjectionMatrix
+ \li inverseViewProjectionMatrix
+ \li uniform mat4 inverseViewProjectionMatrix;
\row
- \li {1, 1} InverseModelViewProjectionMatrix
- \li {2, 1} inverseModelViewProjection
- \li {3, 1} uniform mat4 inverseModelViewProjection;
+ \li InverseModelViewProjectionMatrix
+ \li inverseModelViewProjection
+ \li uniform mat4 inverseModelViewProjection;
\row
- \li {1, 1} ModelNormalMatrix
- \li {2, 1} modelNormalMatrix
- \li {3, 1} uniform mat3 modelNormalMatrix;
+ \li ModelNormalMatrix
+ \li modelNormalMatrix
+ \li uniform mat3 modelNormalMatrix;
\row
- \li {1, 1} ModelViewNormalMatrix
- \li {2, 1} modelViewNormal
- \li {3, 1} uniform mat3 modelViewNormal;
+ \li ModelViewNormalMatrix
+ \li modelViewNormal
+ \li uniform mat3 modelViewNormal;
\row
- \li {1, 1} ViewportMatrix
- \li {2, 1} viewportMatrix
- \li {3, 1} uniform mat4 viewportMatrix;
+ \li ViewportMatrix
+ \li viewportMatrix
+ \li uniform mat4 viewportMatrix;
\row
- \li {1, 1} InverseViewportMatrix
- \li {2, 1} inverseViewportMatrix
- \li {3, 1} uniform mat4 inverseViewportMatrix;
+ \li InverseViewportMatrix
+ \li inverseViewportMatrix
+ \li uniform mat4 inverseViewportMatrix;
\row
- \li {1, 1} AspectRatio \br (surface width / surface height)
- \li {2, 1} aspectRatio
- \li {3, 1} uniform float aspectRatio;
+ \li AspectRatio \br (surface width / surface height)
+ \li aspectRatio
+ \li uniform float aspectRatio;
\row
- \li {1, 1} Exposure
- \li {2, 1} exposure
- \li {3, 1} uniform float exposure;
+ \li Exposure
+ \li exposure
+ \li uniform float exposure;
\row
- \li {1, 1} Gamma
- \li {2, 1} gamma
- \li {3, 1} uniform float gamma;
+ \li Gamma
+ \li gamma
+ \li uniform float gamma;
\row
- \li {1, 1} Time \br (in nano seconds)
- \li {2, 1} time
- \li {3, 1} uniform float time;
+ \li Time \br (in nano seconds)
+ \li time
+ \li uniform float time;
\row
- \li {1, 1} EyePosition
- \li {2, 1} eyePosition
- \li {3, 1} uniform vec3 eyePosition;
+ \li EyePosition
+ \li eyePosition
+ \li uniform vec3 eyePosition;
\row
- \li {1, 1} SkinningPalette
- \li {2, 1} skinningPalette[0]
- \li {3, 1} const int maxJoints = 100; \br uniform mat4 skinningPalette[maxJoints];
+ \li SkinningPalette
+ \li skinningPalette[0]
+ \li const int maxJoints = 100; \br uniform mat4 skinningPalette[maxJoints];
\endtable