fix comment

This commit is contained in:
ZappoMan 2013-09-26 16:54:20 -07:00
parent 3f8e55da28
commit c0bfdfbc4f

View file

@ -12,16 +12,12 @@
// Second dataset (? similar to how voxel avatars pass in bones??) // Second dataset (? similar to how voxel avatars pass in bones??)
// which is the voxel size // which is the voxel size
// //
// Note: In vertex shader DON'T transform. Therefore passing the world coordinate xyz to geometric shader // Note: In vertex shader DON'T do projection transform. Therefore passing the 3D coordinates xyz to geometric shader
// In geometric shader calculate xyz for triangles the same way we currently do triangles outside of OpenGL //
// do transform on these triangles
//
// gl_Position = gl_ModelViewProjectionMatrix * cube_coord;
//
// Output: GL_TRIANGLE_STRIP // Output: GL_TRIANGLE_STRIP
// //
// Issues: // Issues:
// do we need to handle lighting of these colors?? // how do we need to handle lighting of these colors??
// how do we handle normals? // how do we handle normals?
// check for size=0 and don't output the primitive // check for size=0 and don't output the primitive
// //