Cleanup: Pydoc strings
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@@ -231,15 +231,13 @@ PyDoc_STRVAR(bpygpu_shader_uniform_vector_float_doc,
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" :type location: int\n"
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" :param buffer: The data that should be set. Can support the buffer protocol.\n"
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" :type buffer: sequence of floats\n"
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" :param length: Size of the uniform data type:\n"
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"\n"
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" :param length: Size of the uniform data type:\n\n"
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" - 1: float\n"
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" - 2: vec2 or float[2]\n"
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" - 3: vec3 or float[3]\n"
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" - 4: vec4 or float[4]\n"
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" - 9: mat3\n"
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" - 16: mat4\n"
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"\n"
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" :type length: int\n"
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" :param count: Specifies the number of elements, vector or matrices that are to "
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"be modified.\n"
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@@ -597,22 +595,20 @@ PyDoc_STRVAR(
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" GPUShader combines multiple GLSL shaders into a program used for drawing.\n"
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" It must contain a vertex and fragment shaders, with an optional geometry shader.\n"
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"\n"
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" The GLSL #version directive is automatically included at the top of shaders, and set to "
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"330.\n"
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" Some preprocessor directives are automatically added according to the Operating System or "
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"availability:\n"
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" ``GPU_ATI``, ``GPU_NVIDIA`` and ``GPU_INTEL``.\n"
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" The GLSL ``#version`` directive is automatically included at the top of shaders,\n"
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" and set to 330. Some preprocessor directives are automatically added according to\n"
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" the Operating System or availability: ``GPU_ATI``, ``GPU_NVIDIA`` and ``GPU_INTEL``.\n"
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"\n"
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" The following extensions are enabled by default if supported by the GPU:\n"
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" ``GL_ARB_texture_gather``, ``GL_ARB_texture_cube_map_array`` and "
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"``GL_ARB_shader_draw_parameters``.\n"
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" ``GL_ARB_texture_gather``, ``GL_ARB_texture_cube_map_array``\n"
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" and ``GL_ARB_shader_draw_parameters``.\n"
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"\n"
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" To debug shaders, use the ``--debug-gpu-shaders`` command line option "
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"to see full GLSL shader compilation and linking errors.\n"
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" To debug shaders, use the ``--debug-gpu-shaders`` command line option\n"
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" to see full GLSL shader compilation and linking errors.\n"
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"\n"
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" For drawing user interface elements and gizmos, use "
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"``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)`` "
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"to transform the output sRGB colors to the frame-buffer color-space."
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" For drawing user interface elements and gizmos, use\n"
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" ``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)``\n"
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" to transform the output sRGB colors to the frame-buffer color-space.\n"
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"\n"
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" :param vertexcode: Vertex shader code.\n"
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" :type vertexcode: str\n"
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@@ -655,19 +651,19 @@ PyDoc_STRVAR(bpygpu_shader_from_builtin_doc,
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".. function:: from_builtin(shader_name)\n"
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"\n"
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" Shaders that are embedded in the blender internal code.\n"
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" They all read the uniform 'mat4 ModelViewProjectionMatrix', which can be edited "
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"by the 'gpu.matrix' module.\n"
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" For more details, you can check the shader code with the function "
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"'gpu.shader.code_from_builtin';\n"
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" They all read the uniform ``mat4 ModelViewProjectionMatrix``,\n"
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" which can be edited by the :mod:`gpu.matrix` module.\n"
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" For more details, you can check the shader code with the\n"
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" :func:`gpu.shader.code_from_builtin` function.\n"
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"\n"
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" :param shader_name: One of these builtin shader names: {\n"
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" '2D_UNIFORM_COLOR',\n"
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" '2D_FLAT_COLOR',\n"
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" '2D_SMOOTH_COLOR',\n"
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" '2D_IMAGE',\n"
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" '3D_UNIFORM_COLOR',\n"
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" '3D_FLAT_COLOR',\n"
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" '3D_SMOOTH_COLOR'}\n"
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" :param shader_name: One of these builtin shader names:\n\n"
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" - ``2D_UNIFORM_COLOR``\n"
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" - ``2D_FLAT_COLOR``\n"
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" - ``2D_SMOOTH_COLOR``\n"
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" - ``2D_IMAGE``\n"
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" - ``3D_UNIFORM_COLOR``\n"
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" - ``3D_FLAT_COLOR``\n"
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" - ``3D_SMOOTH_COLOR``\n"
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" :type shader_name: str\n"
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" :return: Shader object corresponding to the given name.\n"
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" :rtype: :class:`bpy.types.GPUShader`\n");
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@@ -691,14 +687,14 @@ PyDoc_STRVAR(bpygpu_shader_code_from_builtin_doc,
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"\n"
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" Exposes the internal shader code for query.\n"
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"\n"
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" :param shader_name: One of these builtin shader names: {\n"
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" '2D_UNIFORM_COLOR',\n"
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" '2D_FLAT_COLOR',\n"
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" '2D_SMOOTH_COLOR',\n"
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" '2D_IMAGE',\n"
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" '3D_UNIFORM_COLOR',\n"
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" '3D_FLAT_COLOR',\n"
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" '3D_SMOOTH_COLOR'}\n"
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" :param shader_name: One of these builtin shader names:\n\n"
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" - ``2D_UNIFORM_COLOR``\n"
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" - ``2D_FLAT_COLOR``\n"
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" - ``2D_SMOOTH_COLOR``\n"
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" - ``2D_IMAGE``\n"
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" - ``3D_UNIFORM_COLOR``\n"
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" - ``3D_FLAT_COLOR``\n"
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" - ``3D_SMOOTH_COLOR``\n"
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" :type shader_name: str\n"
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" :return: Vertex, fragment and geometry shader codes.\n"
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" :rtype: dict\n");
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