diff options
author | Kevin Rushforth <[email protected]> | 2005-10-28 00:05:34 +0000 |
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committer | Kevin Rushforth <[email protected]> | 2005-10-28 00:05:34 +0000 |
commit | 7e934422339f474c5ae64295a61a86595416028d (patch) | |
tree | 0ad69e197199ff2c493ca6648ae6b314ed8ab7df /src/classes | |
parent | 27d338a8e30ea29afb6ce5f37288282baeaa058b (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')
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, value)</code> pairs, is used for explicitly - * defined attributes</li> - * <li>ShaderAttributeBindingRetained, in which attributes are expressed as - * <code>(attrName, 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 { |