Mesa (master): docs: Grammar and refs in Rasterizer.
Corbin Simpson
csimpson at kemper.freedesktop.org
Tue Jan 19 01:18:47 UTC 2010
Module: Mesa
Branch: master
Commit: 28fd246634cc05f617753cb86cadbbb9520a4266
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=28fd246634cc05f617753cb86cadbbb9520a4266
Author: Corbin Simpson <MostAwesomeDude at gmail.com>
Date: Mon Jan 18 17:17:09 2010 -0800
docs: Grammar and refs in Rasterizer.
---
src/gallium/docs/source/cso/rasterizer.rst | 7 +++----
1 files changed, 3 insertions(+), 4 deletions(-)
diff --git a/src/gallium/docs/source/cso/rasterizer.rst b/src/gallium/docs/source/cso/rasterizer.rst
index b801caa..bfa4a11 100644
--- a/src/gallium/docs/source/cso/rasterizer.rst
+++ b/src/gallium/docs/source/cso/rasterizer.rst
@@ -7,7 +7,6 @@ The rasterizer state controls the rendering of points, lines and triangles.
Attributes include polygon culling state, line width, line stipple,
multisample state, scissoring and flat/smooth shading.
-
Members
-------
@@ -63,7 +62,7 @@ Other Members
^^^^^^^^^^^^^
light_twoside
- If set, there are per-vertex back-facing colors. The draw module
+ If set, there are per-vertex back-facing colors. :ref:`Draw`
uses this state along with the front/back information to set the
final vertex colors prior to rasterization.
@@ -106,7 +105,7 @@ line_stipple_enable
line_stipple_pattern
16-bit bitfield of on/off flags, used to pattern the line stipple.
line_stipple_factor
- When drawinga stippled line, each bit in the stipple pattern is
+ When drawing a stippled line, each bit in the stipple pattern is
repeated N times, where N = line_stipple_factor + 1.
line_last_pixel
Controls whether the last pixel in a line is drawn or not. OpenGL
@@ -134,7 +133,7 @@ sprite_coord_mode
lower left vertex will have coordinate (0,0,0,1).
For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left vertex will have
coordinate (0,0,0,1).
- This state is needed by the 'draw' module because that's where each
+ This state is needed by :ref:`Draw` because that's where each
point vertex is converted into four quad vertices. There's no other
place to emit the new vertex texture coordinates which are required for
sprite rendering.
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