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authorSven Gothel <[email protected]>2023-03-19 06:25:39 +0100
committerSven Gothel <[email protected]>2023-03-19 06:25:39 +0100
commitc0fcaf04b042f8337c90116c98c833ff4a356e1c (patch)
tree8eb948a5284ec6b2350b2177d41d800406b76c2a
parentb481b66e45579b3365a06d54912c15d6544b697f (diff)
Graph : Misc API doc
-rw-r--r--src/jogl/classes/com/jogamp/graph/curve/Region.java5
-rw-r--r--src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java2
2 files changed, 5 insertions, 2 deletions
diff --git a/src/jogl/classes/com/jogamp/graph/curve/Region.java b/src/jogl/classes/com/jogamp/graph/curve/Region.java
index 3ae5ef9d2..37ae9fc99 100644
--- a/src/jogl/classes/com/jogamp/graph/curve/Region.java
+++ b/src/jogl/classes/com/jogamp/graph/curve/Region.java
@@ -680,9 +680,10 @@ public abstract class Region {
return 0 != ( dirty & DIRTY_SHAPE ) ;
}
/**
- * Mark this region's render-state dirty, i.e. enforce rendering the region into the FBO in 2-pass mode.
+ * Mark this region's render-state dirty, i.e. re-selecting a shader program regarding color-texture and -channel,
+ * and rendering the region into the FBO in 2-pass mode.
* <p>
- * In 1-pass mode, this state has no effect since the region is always rendered to the current write-drawable.
+ * In 1-pass mode, re-selection of the shader-program is based on color-texture and -channel only.
* </p>
*/
public final void markStateDirty() {
diff --git a/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java b/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java
index 0a8f4482e..e2674fbe0 100644
--- a/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java
+++ b/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java
@@ -328,6 +328,8 @@ public final class RegionRenderer {
* In case enable and disable {@link GLCallback}s are setup via {@link #create(Vertex.Factory<? extends Vertex>, RenderState, GLCallback, GLCallback)},
* they will be called before toggling the shader program.
* </p>
+ * @param gl current GL object
+ * @param enable if true enable the current {@link ShaderProgram}, otherwise disable.
* @see #create(Vertex.Factory<? extends Vertex>, RenderState, GLCallback, GLCallback)
* @see #useShaderProgram(GL2ES2, int, boolean, int, int, TextureSequence)
* @see RenderState#setShaderProgram(GL2ES2, ShaderProgram)