@@ -148,7 +148,7 @@ inline void RPLight::assign_slot(int slot) {
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* changed. This will cause all shadow sources to be updated, emitting a
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* shadow update. Be careful when calling this method if you don't want all
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* sources to get updated. If you only have to invalidate a single shadow source,
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- * use get_shadow_source(n)->set_needs_update(true).
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+ * use ` get_shadow_source(n)->set_needs_update(true)` .
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*/
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inline void RPLight::invalidate_shadows () {
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for (size_t i = 0 ; i < _shadow_sources.size (); ++i) {
@@ -296,14 +296,14 @@ inline bool RPLight::get_casts_shadows() const {
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}
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/* *
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- * @brief Sets the lights shadow map resolution
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- * @details This sets the lights shadow map resolution. This has no effect
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+ * @brief Sets the light's shadow map resolution
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+ * @details This sets the light's shadow map resolution. This has no effect
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* when the light is not told to cast shadows (Use RPLight::set_casts_shadows).
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*
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- * When calling this on a light with multiple shadow sources (e.g. PointLight),
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- * this controls the resolution of each source. If the light has 6 shadow sources,
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- * and you use a resolution of 512x512, the lights shadow map will occur a
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- * space of 6 * 512x512 maps in the shadow atlas.
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+ * When calling this on a light with multiple shadow sources (e.g.
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+ * RPPointLight), this controls the resolution of each source. If the light
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+ * has 6 shadow sources, and you use a resolution of 512x512, the light's
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+ * shadow map will occupy a space of 6 * 512x512 maps in the shadow atlas.
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*
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* @param resolution Resolution of the shadow map in pixels
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*/
@@ -326,14 +326,14 @@ inline size_t RPLight::get_shadow_map_resolution() const {
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}
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/* *
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- * @brief Sets the ies profile
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+ * @brief Sets the IES profile
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* @details This sets the ies profile of the light. The parameter should be a
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* handle previously returned by RenderPipeline.load_ies_profile. Using a
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* value of -1 indicates no ies profile.
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*
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- * Notice that for ies profiles which cover a whole range, you should use
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- * PointLights , whereas for ies profiles which only cover the lower hemisphere
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- * you should use SpotLights for the best performance.
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+ * Notice that for IES profiles which cover a whole range, you should use an
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+ * RPPointLight , whereas for ies profiles which only cover the lower
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+ * hemisphere you should use an RPSpotLight for the best performance.
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*
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* @param profile IES Profile handle
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*/
@@ -343,8 +343,8 @@ inline void RPLight::set_ies_profile(int profile) {
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}
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/* *
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- * @brief Returns the lights ies profile
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- * @details This returns the ies profile of a light, previously set with
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+ * @brief Returns the light's IES profile
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+ * @details This returns the IES profile of a light, previously set with
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* RPLight::set_ies_profile. In case no ies profile was set, returns -1.
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*
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* @return IES Profile handle
@@ -354,20 +354,20 @@ inline int RPLight::get_ies_profile() const {
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}
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/* *
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- * @brief Returns whether the light has an ies profile assigned
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- * @details This returns whether the light has an ies profile assigned,
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+ * @brief Returns whether the light has an IES profile assigned
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+ * @details This returns whether the light has an IES profile assigned,
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* previously done with RPLight::set_ies_profile.
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*
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- * @return true if the light has an ies profile assigned, false otherwise
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+ * @return true if the light has an IES profile assigned, false otherwise
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*/
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inline bool RPLight::has_ies_profile () const {
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return _ies_profile >= 0 ;
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}
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/* *
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- * @brief Clears the ies profile
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- * @details This clears the ies profile of the light, telling it to no longer
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- * use an ies profile, and instead use the default attenuation.
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+ * @brief Clears the IES profile
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+ * @details This clears the IES profile of the light, telling it to no longer
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+ * use an IES profile, and instead use the default attenuation.
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*/
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inline void RPLight::clear_ies_profile () {
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set_ies_profile (-1 );
@@ -377,7 +377,7 @@ inline void RPLight::clear_ies_profile() {
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* @brief Sets the near plane of the light
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* @details This sets the near plane of all shadow sources of the light. It has
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* no effects if the light does not cast shadows. This prevents artifacts from
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- * objects near to the light. It behaves like Lens::set_near_plane .
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+ * objects near to the light. It behaves like Lens::set_near() .
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*
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* It can also help increasing shadow map precision, low near planes will
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* cause the precision to suffer. Try setting the near plane as big as possible.
@@ -394,7 +394,7 @@ inline void RPLight::set_near_plane(float near_plane) {
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/* *
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* @brief Returns the near plane of the light
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- * @details This returns the lights near plane, previously set with
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+ * @details This returns the light's near plane, previously set with
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* RPLight::set_near_plane. If the light does not cast shadows, this value
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* is meaningless.
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*
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