提交 fd912b5d 编写于 作者: S Sean Barrett

version number, doc tweaks

上级 98537b70
// stb_voxel_render.h - v0.84 - Sean Barrett, 2015 - public domain // stb_voxel_render.h - v0.85 - Sean Barrett, 2015 - public domain
// //
// This library helps render large-scale "voxel" worlds for games, // This library helps render large-scale "voxel" worlds for games,
// in this case, one with blocks that can have textures and that // in this case, one with blocks that can have textures and that
...@@ -13,7 +13,7 @@ ...@@ -13,7 +13,7 @@
// It works by creating triangle meshes. The library includes // It works by creating triangle meshes. The library includes
// //
// - converter from dense 3D arrays of block info to vertex mesh // - converter from dense 3D arrays of block info to vertex mesh
// - shader for the vertex mesh // - vertex & fragment shaders for the vertex mesh
// - assistance in setting up shader state // - assistance in setting up shader state
// //
// For portability, none of the library code actually accesses // For portability, none of the library code actually accesses
...@@ -24,8 +24,9 @@ ...@@ -24,8 +24,9 @@
// yourself. However, you could also try making a game with // yourself. However, you could also try making a game with
// a small enough world that it's fully loaded rather than // a small enough world that it's fully loaded rather than
// streaming. Currently the preferred vertex format is 20 bytes // streaming. Currently the preferred vertex format is 20 bytes
// per quad. There are plans to allow much more compact formats // per quad. There are designs to allow much more compact formats
// with a slight reduction in shader features. // with a slight reduction in shader features, but no roadmap
// for actually implementing them.
// //
// //
// USAGE // USAGE
...@@ -108,7 +109,7 @@ ...@@ -108,7 +109,7 @@
// and avoids a potential slow path (gathering non-uniform // and avoids a potential slow path (gathering non-uniform
// data from uniforms) on some hardware. // data from uniforms) on some hardware.
// //
// In the future I hope to add additional modes that have significantly // In the future I might add additional modes that have significantly
// smaller meshes but reduce features, down as small as 6 bytes per quad. // smaller meshes but reduce features, down as small as 6 bytes per quad.
// See elsewhere in this file for a table of candidate modes. Switching // See elsewhere in this file for a table of candidate modes. Switching
// to a mode will require changing some of your mesh creation code, but // to a mode will require changing some of your mesh creation code, but
...@@ -187,10 +188,11 @@ ...@@ -187,10 +188,11 @@
// Sean Barrett github:r-leyh Jesus Fernandez // Sean Barrett github:r-leyh Jesus Fernandez
// Miguel Lechon github:Arbeiterunfallversicherungsgesetz // Miguel Lechon github:Arbeiterunfallversicherungsgesetz
// Thomas Frase James Hofmann // Thomas Frase James Hofmann
// Stephen Olsen // Stephen Olsen github:guitarfreak
// //
// VERSION HISTORY // VERSION HISTORY
// //
// 0.85 (2017-03-03) add block_selector (by guitarfreak)
// 0.84 (2016-04-02) fix GLSL syntax error on glModelView path // 0.84 (2016-04-02) fix GLSL syntax error on glModelView path
// 0.83 (2015-09-13) remove non-constant struct initializers to support more compilers // 0.83 (2015-09-13) remove non-constant struct initializers to support more compilers
// 0.82 (2015-08-01) added input.packed_compact to store rot, vheight & texlerp efficiently // 0.82 (2015-08-01) added input.packed_compact to store rot, vheight & texlerp efficiently
...@@ -262,7 +264,7 @@ extern "C" { ...@@ -262,7 +264,7 @@ extern "C" {
// modes 0,1,20,21, Z in the mesh can extend to 511 instead // modes 0,1,20,21, Z in the mesh can extend to 511 instead
// of 255. However, half-height blocks cannot be used. // of 255. However, half-height blocks cannot be used.
// //
// All of the following just #ifdef tested so need no values, and are optional. // All of the following are just #ifdef tested so need no values, and are optional.
// //
// STBVOX_CONFIG_BLOCKTYPE_SHORT // STBVOX_CONFIG_BLOCKTYPE_SHORT
// use unsigned 16-bit values for 'blocktype' in the input instead of 8-bit values // use unsigned 16-bit values for 'blocktype' in the input instead of 8-bit values
...@@ -302,7 +304,7 @@ extern "C" { ...@@ -302,7 +304,7 @@ extern "C" {
// //
// STBVOX_CONFIG_DISABLE_TEX2 // STBVOX_CONFIG_DISABLE_TEX2
// This disables all processing of texture 2 in the shader in case // This disables all processing of texture 2 in the shader in case
// you don't use it. Eventually this will be replaced with a mode // you don't use it. Eventually this could be replaced with a mode
// that omits the unused data entirely. // that omits the unused data entirely.
// //
// STBVOX_CONFIG_TEX1_EDGE_CLAMP // STBVOX_CONFIG_TEX1_EDGE_CLAMP
......
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