docs: Grammar and refs in Rasterizer.

This commit is contained in:
Corbin Simpson
2010-01-18 17:17:09 -08:00
parent 2598f00078
commit 28fd246634

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@@ -7,7 +7,6 @@ The rasterizer state controls the rendering of points, lines and triangles.
Attributes include polygon culling state, line width, line stipple, Attributes include polygon culling state, line width, line stipple,
multisample state, scissoring and flat/smooth shading. multisample state, scissoring and flat/smooth shading.
Members Members
------- -------
@@ -63,7 +62,7 @@ Other Members
^^^^^^^^^^^^^ ^^^^^^^^^^^^^
light_twoside light_twoside
If set, there are per-vertex back-facing colors. The draw module If set, there are per-vertex back-facing colors. :ref:`Draw`
uses this state along with the front/back information to set the uses this state along with the front/back information to set the
final vertex colors prior to rasterization. final vertex colors prior to rasterization.
@@ -106,7 +105,7 @@ line_stipple_enable
line_stipple_pattern line_stipple_pattern
16-bit bitfield of on/off flags, used to pattern the line stipple. 16-bit bitfield of on/off flags, used to pattern the line stipple.
line_stipple_factor line_stipple_factor
When drawinga stippled line, each bit in the stipple pattern is When drawing a stippled line, each bit in the stipple pattern is
repeated N times, where N = line_stipple_factor + 1. repeated N times, where N = line_stipple_factor + 1.
line_last_pixel line_last_pixel
Controls whether the last pixel in a line is drawn or not. OpenGL Controls whether the last pixel in a line is drawn or not. OpenGL
@@ -134,7 +133,7 @@ sprite_coord_mode
lower left vertex will have coordinate (0,0,0,1). lower left vertex will have coordinate (0,0,0,1).
For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left vertex will have For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left vertex will have
coordinate (0,0,0,1). coordinate (0,0,0,1).
This state is needed by the 'draw' module because that's where each This state is needed by :ref:`Draw` because that's where each
point vertex is converted into four quad vertices. There's no other point vertex is converted into four quad vertices. There's no other
place to emit the new vertex texture coordinates which are required for place to emit the new vertex texture coordinates which are required for
sprite rendering. sprite rendering.