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author | Friedemann Kleint <Friedemann.Kleint@qt.io> | 2021-02-15 11:46:12 +0100 |
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committer | Friedemann Kleint <Friedemann.Kleint@qt.io> | 2021-02-15 13:30:26 +0100 |
commit | 1faf08452dd2fc93bc06810ec53f8c352ab3805a (patch) | |
tree | 76be8b29529f316347a2451ff39a40ac0fe63d23 /src | |
parent | e4aec09c7b9c639542965207850fdc8a3d1fc841 (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.cpp | 138 |
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 |