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authorKevin Rushforth <[email protected]>2005-10-28 00:05:34 +0000
committerKevin Rushforth <[email protected]>2005-10-28 00:05:34 +0000
commit7e934422339f474c5ae64295a61a86595416028d (patch)
tree0ad69e197199ff2c493ca6648ae6b314ed8ab7df /src/classes
parent27d338a8e30ea29afb6ce5f37288282baeaa058b (diff)
Removed spurious @since tags from non-public files
git-svn-id: https://svn.java.net/svn/j3d-core~svn/trunk@454 ba19aa83-45c5-6ac9-afd3-db810772062c
Diffstat (limited to 'src/classes')
-rw-r--r--src/classes/share/javax/media/j3d/CgShaderProgramRetained.java7
-rw-r--r--src/classes/share/javax/media/j3d/GLSLShaderProgramRetained.java7
-rw-r--r--src/classes/share/javax/media/j3d/RenderingAttributesRetained.java9
-rw-r--r--src/classes/share/javax/media/j3d/ShaderAttributeArrayRetained.java25
-rw-r--r--src/classes/share/javax/media/j3d/ShaderAttributeObjectRetained.java27
-rw-r--r--src/classes/share/javax/media/j3d/ShaderAttributeRetained.java29
-rw-r--r--src/classes/share/javax/media/j3d/ShaderAttributeSetRetained.java38
-rw-r--r--src/classes/share/javax/media/j3d/ShaderAttributeValueRetained.java25
8 files changed, 5 insertions, 162 deletions
diff --git a/src/classes/share/javax/media/j3d/CgShaderProgramRetained.java b/src/classes/share/javax/media/j3d/CgShaderProgramRetained.java
index eed2484..63b0914 100644
--- a/src/classes/share/javax/media/j3d/CgShaderProgramRetained.java
+++ b/src/classes/share/javax/media/j3d/CgShaderProgramRetained.java
@@ -15,19 +15,12 @@ package javax.media.j3d;
/**
* The CgShaderProgram object is a concrete implementation of a
* ShaderProgram node component for NVIDIA's Cg shader language.
- *
- * @see SourceCodeShader
- *
- * @since Java 3D 1.4
*/
class CgShaderProgramRetained extends ShaderProgramRetained {
/**
* Constructs a Cg shader program node component.
- *
- * <br>
- * TODO: ADD MORE DOCUMENTATION HERE.
*/
CgShaderProgramRetained() {
}
diff --git a/src/classes/share/javax/media/j3d/GLSLShaderProgramRetained.java b/src/classes/share/javax/media/j3d/GLSLShaderProgramRetained.java
index 7d4e10b..98f2606 100644
--- a/src/classes/share/javax/media/j3d/GLSLShaderProgramRetained.java
+++ b/src/classes/share/javax/media/j3d/GLSLShaderProgramRetained.java
@@ -15,19 +15,12 @@ package javax.media.j3d;
/**
* The GLSLShaderProgram object is a concrete implementation of a
* ShaderProgram node component for the OpenGL GLSL shading language.
- *
- * @see SourceCodeShader
- *
- * @since Java 3D 1.4
*/
class GLSLShaderProgramRetained extends ShaderProgramRetained {
/**
* Constructs a GLSL shader program node component.
- *
- * <br>
- * TODO: ADD MORE DOCUMENTATION HERE.
*/
GLSLShaderProgramRetained() {
}
diff --git a/src/classes/share/javax/media/j3d/RenderingAttributesRetained.java b/src/classes/share/javax/media/j3d/RenderingAttributesRetained.java
index 44afe88..1ff3ab8 100644
--- a/src/classes/share/javax/media/j3d/RenderingAttributesRetained.java
+++ b/src/classes/share/javax/media/j3d/RenderingAttributesRetained.java
@@ -88,8 +88,6 @@ class RenderingAttributesRetained extends NodeComponentRetained {
* not set and this object is part of live or compiled scene graph
*
* @see View#setVisibilityPolicy
- *
- * @since Java 3D 1.2
*/
final void initVisible(boolean state){
visible = state;
@@ -105,8 +103,6 @@ class RenderingAttributesRetained extends NodeComponentRetained {
* not set and this object is part of live or compiled scene graph
*
* @see View#setVisibilityPolicy
- *
- * @since Java 3D 1.2
*/
final void setVisible(boolean state){
// Optimize : If new state equal to current state, should I simply return ?
@@ -128,8 +124,6 @@ class RenderingAttributesRetained extends NodeComponentRetained {
* if the object is invisible.
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
- *
- * @since Java 3D 1.2
*/
final boolean getVisible() {
return visible;
@@ -308,7 +302,6 @@ class RenderingAttributesRetained extends NodeComponentRetained {
* ALWAYS, NEVER, EQUAL, NOT_EQUAL, LESS, LESS_OR_EQUAL, GREATER,
* GREATER_OR_EQUAL.
* Default value is LESS_OR_EQUAL
- * @since Java 3D 1.4
*/
final void initDepthTestFunction(int function){
depthTestFunction = function;
@@ -323,7 +316,6 @@ class RenderingAttributesRetained extends NodeComponentRetained {
* ALWAYS, NEVER, EQUAL, NOT_EQUAL, LESS, LESS_OR_EQUAL, GREATER,
* GREATER_OR_EQUAL
* Default value is LESS_OR_EQUAL
- * @since Java 3D 1.4
*/
final void setDepthTestFunction(int function){
initDepthTestFunction(function);
@@ -335,7 +327,6 @@ class RenderingAttributesRetained extends NodeComponentRetained {
* @return the current depth test function
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
- * @since Java 3D 1.4
*/
final int getDepthTestFunction(){
return depthTestFunction;
diff --git a/src/classes/share/javax/media/j3d/ShaderAttributeArrayRetained.java b/src/classes/share/javax/media/j3d/ShaderAttributeArrayRetained.java
index f4d4a42..85ca866 100644
--- a/src/classes/share/javax/media/j3d/ShaderAttributeArrayRetained.java
+++ b/src/classes/share/javax/media/j3d/ShaderAttributeArrayRetained.java
@@ -16,30 +16,7 @@ import javax.vecmath.*;
/**
* The ShaderAttributeArray object encapsulates a uniform shader
- * attribute whose value is specified explicitly. The shader variable
- * <code>attrName</code> is explicitly set to the specified
- * <code>value</code> during rendering. <code>attrName</code> must be
- * the name of a valid uniform attribute in the shader in which it is
- * used. Otherwise, the attribute name will be ignored and a runtime
- * error may be generated. The <code>value</code> must be an array
- * of one of the allowed classes. The allowed classes are:
- * <code>Integer[]</code>, <code>Float[]</code>,
- * <code>Tuple{2,3,4}{i,f}[]</code>, <code>Matrix{3,4}f[]</code>. A
- * ClassCastException will be thrown if a specified <code>value</code>
- * object is not one of the allowed types. Further, the type and length of the
- * value is immutable once a ShaderAttributeArray is constructed.
- * Subsequent setValue operations must be called with an array of the
- * same type and length as the one that was used to construct the
- * ShaderAttributeArray. Finally, the type of the <code>value</code>
- * object must match the type of the corresponding
- * <code>attrName</code> variable in the shader in which it is
- * used. Otherwise, the shader will not be able to use the attribute
- * and a runtime error may be generated.
- *
- * @see ShaderAttributeSet
- * @see ShaderProgram
- *
- * @since Java 3D 1.4
+ * attribute whose value is specified explicitly.
*/
class ShaderAttributeArrayRetained extends ShaderAttributeObjectRetained {
diff --git a/src/classes/share/javax/media/j3d/ShaderAttributeObjectRetained.java b/src/classes/share/javax/media/j3d/ShaderAttributeObjectRetained.java
index a66335c..a364c26 100644
--- a/src/classes/share/javax/media/j3d/ShaderAttributeObjectRetained.java
+++ b/src/classes/share/javax/media/j3d/ShaderAttributeObjectRetained.java
@@ -18,32 +18,7 @@ import javax.vecmath.*;
/**
* The ShaderAttributeObjectRetained class is an abstract class that
* encapsulates a uniform shader attribute whose value is specified
- * explicitly. This class has concrete subclasses for single-value
- * attributes (ShaderAttributeValueRetained) and array attributes
- * (ShaderAttributeArrayRetained). The shader variable <code>attrName</code>
- * is explicitly set to the specified <code>value</code> during
- * rendering. <code>attrName</code> must be the name of a valid
- * uniform attribute in the shader in which it is used. Otherwise, the
- * attribute name will be ignored and a runtime error may be
- * generated. The <code>value</code> must be an instance of one of the
- * allowed classes or an array of one the allowed classes. The allowed
- * classes are: <code>Integer</code>, <code>Float</code>,
- * <code>Tuple{2,3,4}{i,f}</code>,
- * <code>Matrix{3,4}f</code>. A ClassCastException will be thrown
- * if a specified <code>value</code> object is not one of the allowed
- * types. Further, the type of the value is immutable once a
- * ShaderAttributeObjectRetained is constructed. Subsequent setValue
- * operations must be called with an object of the same type as the
- * one that was used to construct the ShaderAttributeObjectRetained.
- * Finally, the type of the <code>value</code> object must match the type
- * of the corresponding <code>attrName</code> variable in the shader in
- * which it is used. Otherwise, the shader will not be able to use the
- * attribute and a runtime error may be generated.
- *
- * @see ShaderAttributeSetRetained
- * @see ShaderProgramRetained
- *
- * @since Java 3D 1.4
+ * explicitly.
*/
abstract class ShaderAttributeObjectRetained extends ShaderAttributeRetained {
diff --git a/src/classes/share/javax/media/j3d/ShaderAttributeRetained.java b/src/classes/share/javax/media/j3d/ShaderAttributeRetained.java
index 64cbdc0..e440d8d 100644
--- a/src/classes/share/javax/media/j3d/ShaderAttributeRetained.java
+++ b/src/classes/share/javax/media/j3d/ShaderAttributeRetained.java
@@ -16,34 +16,7 @@ import javax.vecmath.*;
/**
* The ShaderAttributeRetained object encapsulates a uniform attribute for a
- * shader programs. Uniform attributes (variables) are those
- * attributes whose values are constant during the rendering of a
- * primitive. Their values may change from primitive to primitive, but
- * are constant for each vertex (for vertex shaders) or fragment (for
- * fragment shaders) of a single primitive. Examples of uniform
- * attributes include a transformation matrix, a texture map, lights,
- * lookup tables, etc.
- *
- * <p>
- * There are two ways in which values can be specified for uniform
- * attributes: explicitly, by providing a value; and implicitly, by
- * defining a binding between a Java 3D system attribute and a uniform
- * attribute. This functionality is provided by two subclasses of
- * ShaderAttributeRetained as follows:
- *
- * <ul>
- * <li>ShaderAttributeObjectRetained, in which attributes are expressed as
- * <code>(attrName,&nbsp;value)</code> pairs, is used for explicitly
- * defined attributes</li>
- * <li>ShaderAttributeBindingRetained, in which attributes are expressed as
- * <code>(attrName,&nbsp;j3dAttrName)</code> pairs, is used for
- * implicitly defined, automatically tracked attributes</li>
- * </ul>
- *
- * @see ShaderAttributeSetRetained
- * @see ShaderProgramRetained
- *
- * @since Java 3D 1.4
+ * shader programs.
*/
abstract class ShaderAttributeRetained extends NodeComponentRetained {
diff --git a/src/classes/share/javax/media/j3d/ShaderAttributeSetRetained.java b/src/classes/share/javax/media/j3d/ShaderAttributeSetRetained.java
index 965387b..3458165 100644
--- a/src/classes/share/javax/media/j3d/ShaderAttributeSetRetained.java
+++ b/src/classes/share/javax/media/j3d/ShaderAttributeSetRetained.java
@@ -20,43 +20,7 @@ import javax.vecmath.*;
/**
* The ShaderAttributeSet object provides uniform attributes to shader
- * programs. Uniform attributes (variables) are those attributes whose
- * values are constant during the rendering of a primitive. Their
- * values may change from primitive to primitive, but are constant for
- * each vertex (for vertex shaders) or fragment (for fragment shaders)
- * of a single primitive. Examples of uniform attributes include a
- * transformation matrix, a texture map, lights, lookup tables, etc.
- * The ShaderAttributeSet object contains a set of ShaderAttribute
- * objects. Each ShaderAttribute object defines the value of a single
- * uniform shader variable. The set of attributes is unique with respect
- * to attribute names: no two attributes in the set will have the same
- * name.
- *
- * <p>
- * There are two ways in which values can be specified for uniform
- * attributes: explicitly, by providing a value; and implicitly, by
- * defining a binding between a Java 3D system attribute and a uniform
- * attribute. This functionality is provided by two subclasses of
- * ShaderAttribute: ShaderAttributeObject, which is used to specify
- * explicitly defined attributes; and ShaderAttributeBinding, which is
- * used to specify implicitly defined, automatically tracked attributes.
- *
- * <p>
- * Depending on the shading language (and profile) being used, several
- * Java 3D state attributes are automatically made available to the
- * shader program as pre-defined uniform attributes. The application
- * doesn't need to do anything to pass these attributes in to the
- * shader program. The implementation of each shader language (e.g.,
- * Cg, GLSL) defines its own bindings from Java 3D attribute to uniform
- * variable name. A list of these attributes for each shader language
- * can be found in the concrete subclass of ShaderProgram for that
- * shader language.
- *
- * @see ShaderAttribute
- * @see ShaderProgram
- * @see ShaderAppearance#setShaderAttributeSet
- *
- * @since Java 3D 1.4
+ * programs.
*/
class ShaderAttributeSetRetained extends NodeComponentRetained {
diff --git a/src/classes/share/javax/media/j3d/ShaderAttributeValueRetained.java b/src/classes/share/javax/media/j3d/ShaderAttributeValueRetained.java
index 758672c..7d4201b 100644
--- a/src/classes/share/javax/media/j3d/ShaderAttributeValueRetained.java
+++ b/src/classes/share/javax/media/j3d/ShaderAttributeValueRetained.java
@@ -16,30 +16,7 @@ import javax.vecmath.*;
/**
* The ShaderAttributeValueRetained object encapsulates a uniform shader
- * attribute whose value is specified explicitly. The shader variable
- * <code>attrName</code> is explicitly set to the specified
- * <code>value</code> during rendering. <code>attrName</code> must be
- * the name of a valid uniform attribute in the shader in which it is
- * used. Otherwise, the attribute name will be ignored and a runtime
- * error may be generated. The <code>value</code> must be an instance
- * of one of the allowed classes. The allowed classes are:
- * <code>Integer</code>, <code>Float</code>,
- * <code>Tuple{2,3,4}{i,f}</code>, <code>Matrix{3,4}f</code>. A
- * ClassCastException will be thrown if a specified <code>value</code>
- * object is not one of the allowed types. Further, the type of the
- * value is immutable once a ShaderAttributeValue is constructed.
- * Subsequent setValue operations must be called with an object of the
- * same type as the one that was used to construct the
- * ShaderAttributeValue. Finally, the type of the <code>value</code>
- * object must match the type of the corresponding
- * <code>attrName</code> variable in the shader in which it is
- * used. Otherwise, the shader will not be able to use the attribute
- * and a runtime error may be generated.
- *
- * @see ShaderAttributeSetRetained
- * @see ShaderProgramRetained
- *
- * @since Java 3D 1.4
+ * attribute whose value is specified explicitly.
*/
class ShaderAttributeValueRetained extends ShaderAttributeObjectRetained {