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Removed references to "fragment" programs in header.
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Let's keep this consistent with everything else and say "pixel shader".

--HG--
branch : trunk
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icculus committed Apr 26, 2008
1 parent 1d56891 commit 08dc259
Showing 1 changed file with 11 additions and 12 deletions.
23 changes: 11 additions & 12 deletions mojoshader.h
Expand Up @@ -368,8 +368,8 @@ int MOJOSHADER_glInit(const char *profile,
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);

/*
* "Shaders" refer to individual vertex or fragment programs, and are created
* by "compiling" Direct3D shader bytecode. A vertex and fragment shader are
* "Shaders" refer to individual vertex or pixel programs, and are created
* by "compiling" Direct3D shader bytecode. A vertex and pixel shader are
* "linked" into a "Program" before you can use them to render.
*
* To the calling application, these are opaque handles.
Expand All @@ -390,14 +390,14 @@ MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
const unsigned int bufsize);

/*
* Link a vertex and fragment shader into an OpenGL program.
* (vertex_shader) or (fragment_shader) can be NULL, to specify that the
* GL should use the fixed-function pipeline instead of the programmable
* pipeline for that portion of the work. You can reuse shaders in various
* combinations across multiple programs, by relinking different pairs.
* Link a vertex and pixel shader into an OpenGL program.
* (vshader) or (pshader) can be NULL, to specify that the GL should use the
* fixed-function pipeline instead of the programmable pipeline for that
* portion of the work. You can reuse shaders in various combinations across
* multiple programs, by relinking different pairs.
*
* It is illegal to give a vertex shader for (fragment_shader) or a fragment
* shader for (vertex_shader).
* It is illegal to give a vertex shader for (pshader) or a pixel shader
* for (vshader).
*
* It is illegal to delete a shader while there is still a linked program
* using it. Delete the programs before the shaders.
Expand All @@ -406,9 +406,8 @@ MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
*
* Returns NULL on error, or a program handle on success.
*/
MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(
MOJOSHADER_glShader *vertex_shader,
MOJOSHADER_glShader *fragment_shader);
MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader);

/*
* This binds the program (using, for example, glUseProgramObjectARB()), and
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