Commit 3c6ce00a authored by Alexander Wiebel's avatar Alexander Wiebel
Browse files

[DOC] fixed typo

parent 679a1b8e
...@@ -66,7 +66,7 @@ void colormap( inout vec4 color, in sampler3D sampler, in vec3 coord, float minV ...@@ -66,7 +66,7 @@ void colormap( inout vec4 color, in sampler3D sampler, in vec3 coord, float minV
* Be aware that this only works with the WGEColormapping class. If you are using real geometry use the other colormapping call. This version * Be aware that this only works with the WGEColormapping class. If you are using real geometry use the other colormapping call. This version
* takes a unit-cube texture coordinate which gets translated to the right coordinate space of the texture. * takes a unit-cube texture coordinate which gets translated to the right coordinate space of the texture.
* *
* \note if your are using this method, the call to colormapping() inside your vertex shader is NOT needed. * \note If your are using this method, the call to colormapping() inside your vertex shader is NOT needed.
* *
* \param texcoord the texture coordinate in the bounding box space of the data * \param texcoord the texture coordinate in the bounding box space of the data
* \return the final color determined by the user defined colormapping * \return the final color determined by the user defined colormapping
...@@ -127,7 +127,7 @@ vec4 colormapping( vec4 texcoord ) ...@@ -127,7 +127,7 @@ vec4 colormapping( vec4 texcoord )
* Calculates the final colormapping. Call this from your fragment shader. A call to colormapping() from within the vertex shader is also needed. * Calculates the final colormapping. Call this from your fragment shader. A call to colormapping() from within the vertex shader is also needed.
* Be aware that this only works with the WGEColormapping class. This version uses the interpolated texture coordinate from the vertex shader. Be * Be aware that this only works with the WGEColormapping class. This version uses the interpolated texture coordinate from the vertex shader. Be
* yourself aware that this should be used only for geometry based data. If you are using raytracing-like techniques where only texture * yourself aware that this should be used only for geometry based data. If you are using raytracing-like techniques where only texture
* coordinates of the proxy geometry is available, use the colormapping( vec3 ) call instead. * coordinates of the proxy geometry are available, use the colormapping( vec3 ) call instead.
* *
* \return the final color determined by the user defined colormapping * \return the final color determined by the user defined colormapping
*/ */
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