From a9fd6dc729fcf43962b4d2dda29d07c4c2287767 Mon Sep 17 00:00:00 2001 From: Lauchmelder Date: Mon, 27 Dec 2021 01:08:21 +0100 Subject: [PATCH] documented enums --- include/lol/util/Enums.hpp | 260 ++++++++++++++++++++++--------------- 1 file changed, 156 insertions(+), 104 deletions(-) diff --git a/include/lol/util/Enums.hpp b/include/lol/util/Enums.hpp index d09d09e..154a6ee 100644 --- a/include/lol/util/Enums.hpp +++ b/include/lol/util/Enums.hpp @@ -199,17 +199,17 @@ namespace lol */ enum class Usage : GLenum { - StaticDraw = GL_STATIC_DRAW, - StaticRead = GL_STATIC_READ, - StaticCopy = GL_STATIC_COPY, + StaticDraw = GL_STATIC_DRAW, ///< Data is only written, and is only modified once + StaticRead = GL_STATIC_READ, ///< Data is only read, and is only modified once + StaticCopy = GL_STATIC_COPY, ///< Data is never written or read, and is only modified once - StreamDraw = GL_STREAM_DRAW, - StreamRead = GL_STREAM_READ, - StreamCopy = GL_STREAM_COPY, + StreamDraw = GL_STREAM_DRAW, ///< Data is only written, and is modified after every use + StreamRead = GL_STREAM_READ, ///< Data is only read, and is modified after every use + StreamCopy = GL_STREAM_COPY, ///< Data is never written or read, and is modified after every use - DynamicDraw = GL_DYNAMIC_DRAW, - DynamicRead = GL_DYNAMIC_READ, - DynamicCopy = GL_DYNAMIC_COPY + DynamicDraw = GL_DYNAMIC_DRAW, ///< Data is only written, and is modified occasionally + DynamicRead = GL_DYNAMIC_READ, ///< Data is only read, and is modified occasionally + DynamicCopy = GL_DYNAMIC_COPY ///< Data is never written or read, and is modified occasionally }; /** @@ -217,21 +217,21 @@ namespace lol */ enum class DrawMode : GLenum { - Points = GL_POINTS, + Points = GL_POINTS, ///< Render vertices as individual points - Lines = GL_LINES, - LineStrip = GL_LINE_STRIP, - LineLoop = GL_LINE_LOOP, - LineStripAdjacency = GL_LINE_STRIP_ADJACENCY, - LinesAdjacency = GL_LINES_ADJACENCY, + Lines = GL_LINES, ///< Render pairs of vertices as individual lines (0 and 1 are a line, 2 and 3 are a line, etc) + LineStrip = GL_LINE_STRIP, ///< Render consecutive vertices as connected lines (0 and 1 are a line, 1 and 2 are a line, etc) + LineLoop = GL_LINE_LOOP, ///< Similar to DrawMode::LineStrip, but the first and last vertex are also connected + LineStripAdjacency = GL_LINE_STRIP_ADJACENCY, ///< Allow geometry shaders to access vertex data of adjacent lines + LinesAdjacency = GL_LINES_ADJACENCY, ///< Allow geometry shaders to access vertex data of adjacent lines - Triangles = GL_TRIANGLES, - TriangleStrip = GL_TRIANGLE_STRIP, - TriangleFan = GL_TRIANGLE_FAN, - TriangleStripAdjacency = GL_TRIANGLE_STRIP_ADJACENCY, - TrianglesAdjacency = GL_TRIANGLES_ADJACENCY, + Triangles = GL_TRIANGLES, ///< Render triplets of vertices as individual triangles (0, 1, 2 are a triangle, 3, 4, 5 are a triangle, etc) + TriangleStrip = GL_TRIANGLE_STRIP, ///< Every triplet of vertices is a triangle (0, 1, 2 are a triangle, 1, 2, 3 are a triangle, etc) + TriangleFan = GL_TRIANGLE_FAN, ///< Every pair of vertices forms a triangle with the first vertex (0, 1, 2 is a triangle, 0, 2, 3 is a triangle, etc) + TriangleStripAdjacency = GL_TRIANGLE_STRIP_ADJACENCY, ///< Allow geometry shaders to access vertex data of adjacent triangles + TrianglesAdjacency = GL_TRIANGLES_ADJACENCY, ///< Allow geometry shaders to access vertex data of adjacent triangles - Patches = GL_PATCHES + Patches = GL_PATCHES ///< Used for tesselation }; /** @@ -239,9 +239,9 @@ namespace lol */ enum class Access : GLenum { - ReadOnly = GL_READ_ONLY, - WriteOnly = GL_WRITE_ONLY, - ReadWrite = GL_READ_WRITE + ReadOnly = GL_READ_ONLY, ///< Read-only access + WriteOnly = GL_WRITE_ONLY, ///< Write-only access + ReadWrite = GL_READ_WRITE ///< Read-Write access }; /** @@ -249,17 +249,17 @@ namespace lol */ enum class TargetTexture : GLenum { - Texture1D = GL_TEXTURE_1D, - Texture2D = GL_TEXTURE_2D, - Texture3D = GL_TEXTURE_3D, - Array1D = GL_TEXTURE_1D_ARRAY, - Array2D = GL_TEXTURE_2D_ARRAY, - Rectangle = GL_TEXTURE_RECTANGLE, - Cubemap = GL_TEXTURE_CUBE_MAP, - CubemapArray = GL_TEXTURE_CUBE_MAP_ARRAY, - Buffer = GL_TEXTURE_BUFFER, - Multisample = GL_TEXTURE_2D_MULTISAMPLE, - MultisampleArra = GL_TEXTURE_2D_MULTISAMPLE_ARRAY + Texture1D = GL_TEXTURE_1D, ///< A single 1D Texture (Image has only width) + Texture2D = GL_TEXTURE_2D, ///< A single 2D Texture (Image has width and height) + Texture3D = GL_TEXTURE_3D, ///< A single 3D Texture (Image has width, height and depth) + Array1D = GL_TEXTURE_1D_ARRAY, ///< Multiple 1D Textures stored in one Texture + Array2D = GL_TEXTURE_2D_ARRAY, ///< Multiple 2D Textures stored in one Texture + Rectangle = GL_TEXTURE_RECTANGLE, ///< A single 2D Texture, texture coordinates are not normalized + Cubemap = GL_TEXTURE_CUBE_MAP, ///< A single Cubemap (6 distinct sets of 2D square-shaped images of the same size) + CubemapArray = GL_TEXTURE_CUBE_MAP_ARRAY, ///< Multiple Cubemaps stored in one Texture + Buffer = GL_TEXTURE_BUFFER, ///< A single 1D Texture, the data comes from a Buffer + Multisample = GL_TEXTURE_2D_MULTISAMPLE, ///< A single 2D Texture, each pixel contains multiple samples instead of one + MultisampleArra = GL_TEXTURE_2D_MULTISAMPLE_ARRAY ///< Multiple multisampled Textures }; /** @@ -267,66 +267,109 @@ namespace lol */ enum class TextureFormat : GLenum { - DepthComponent = GL_DEPTH_COMPONENT, - DepthStencil = GL_DEPTH_STENCIL, - R = GL_RED, - RG = GL_RG, - RGB = GL_RGB, - RGBA = GL_RGBA, - - R8 = GL_R8, R8S = GL_R8_SNORM, R16 = GL_R16, R16S = GL_R16_SNORM, - RG8 = GL_RG8, RG8S = GL_RG8_SNORM, RG16 = GL_RG16, RG16S = GL_RG16_SNORM, - R3G3B2 = GL_R3_G3_B2, RGB4 = GL_RGB4, RGB5 = GL_RGB5, RGB8 = GL_RGB8, - RGB8S = GL_RGB8_SNORM, RGB10 = GL_RGB10, RGB12 = GL_RGB12, RGB16S = GL_RGB16_SNORM, - RGBA2 = GL_RGBA2, RGBA4 = GL_RGBA4, RGB5A1 = GL_RGB5_A1, RGBA8 = GL_RGBA8, - RGBA8S = GL_RGBA8_SNORM, RGB10A2 = GL_RGB10_A2, RGB10A2UI = GL_RGB10_A2UI, RGBA12 = GL_RGBA12, - RGBA16 = GL_RGBA16, SRGB8 = GL_SRGB8, SRGB8A8 = GL_SRGB8_ALPHA8, R16F = GL_R16F, - RG16F = GL_RG16F, RGB16F = GL_RGB16F, RGBA16F = GL_RGBA16F, R32F = GL_R32F, - RG32F = GL_RG32F, RGB32F = GL_RGB32F, RGBA32F = GL_RGBA32F, R11FG11FB10F = GL_R11F_G11F_B10F, - RGB9E5 = GL_RGB9_E5, R8I = GL_R8I, R8UI = GL_R8UI, R16I = GL_R16I, - R16UI = GL_R16UI, R32I = GL_R32I, R32UI = GL_R32UI, RG8I = GL_RG8I, - RG8UI = GL_RG8UI, RG16I = GL_RG16I, RG16UI = GL_RG16UI, RG32I = GL_RG32I, - RG32UI = GL_RG32UI, RGB8I = GL_RGB8I, RGB8UI = GL_RGB8UI, RGB16I = GL_RGB16I, - RGB16UI = GL_RGB16UI, RGB32I = GL_RGB32I, RGB32UI = GL_RGB32UI, RGBA8I = GL_RGBA8I, - RGBA8UI = GL_RGBA8UI, RGBA16I = GL_RGBA16I, RGBA16UI = GL_RGBA16UI, RGBA32I = GL_RGBA32I, - RGBA32UI = GL_RGBA32UI, - - CR = GL_COMPRESSED_RED, - CRG = GL_COMPRESSED_RG, - CRGB = GL_COMPRESSED_RGB, - CRGBA = GL_COMPRESSED_RGBA, - CSRGB = GL_COMPRESSED_SRGB, - CSRGBA = GL_COMPRESSED_SRGB_ALPHA, - CR_RGTC1 = GL_COMPRESSED_RED_RGTC1, - CRS_RGTC1 = GL_COMPRESSED_SIGNED_RED_RGTC1, - CRG_RGTC2 = GL_COMPRESSED_RG_RGTC2, - CRGS_RGTC2 = GL_COMPRESSED_SIGNED_RG_RGTC2, - CRGBA_BPTC = GL_COMPRESSED_RGBA_BPTC_UNORM, - CSRGBA_BPTC = GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, - CRGB_BPTC_SF = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, - CRGB_BPTC_UF = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, - }; + DepthComponent = GL_DEPTH_COMPONENT, ///< Texture stores depth information + DepthStencil = GL_DEPTH_STENCIL, ///< Texture stores depth and stencil information + R = GL_RED, ///< 1 channel, unsigned normalized integer + RG = GL_RG, ///< 2 channels, unsigned normalized integers, OpenGL chooses the bitdepth + RGB = GL_RGB, ///< 3 channels, unsigned normalized integers, OpenGL chooses the bitdepth + RGBA = GL_RGBA, ///< 4 channels, unsigned normalized integers, OpenGL chooses the bitdepth + R8 = GL_R8, ///< 1 channel, unsigned normalized integers, 8 bits per channel + R8S = GL_R8_SNORM, ///< 1 channel, signed normalized integers, 8 bits per channel + R16 = GL_R16, ///< 1 channel, unsigned normalized integers, 16 bits per channel + R16S = GL_R16_SNORM, ///< 1 channel, signed normalized integers, 16 bits per channel + RG8 = GL_RG8, ///< 2 channels, unsigned normalized integers, 8 bits per channel + RG8S = GL_RG8_SNORM, ///< 2 channels, signed normalized integers, 8 bits per channel + RG16 = GL_RG16, ///< 2 channels, unsigned normalized integers, 16 bits per channel + RG16S = GL_RG16_SNORM, ///< 2 channels, signed normalized integers, 16 bits per channel + R3G3B2 = GL_R3_G3_B2, ///< 3 channels, unsigned normalized integers, 3 bits for R and G, 2 bits for B + RGB4 = GL_RGB4, ///< 3 channels, unsigned normalized integers, 4 bits per channel + RGB5 = GL_RGB5, ///< 3 channels, unsigned normalized integers, 5 bits per channel + RGB8 = GL_RGB8, ///< 3 channels, unsigned normalized integers, 8 bits per channel + RGB8S = GL_RGB8_SNORM, ///< 3 channels, signed normalized integers, 8 bits per channel + RGB10 = GL_RGB10, ///< 3 channels, unsigned normalized integers, 10 bits per channel + RGB12 = GL_RGB12, ///< 3 channels, unsigned normalized integers, 12 bits per channel + RGB16S = GL_RGB16_SNORM, ///< 3 channels, signed normalized integers, 16 bits per channel + RGBA2 = GL_RGBA2, ///< 4 channels, unsigned normalized integers, 2 bits per channel + RGBA4 = GL_RGBA4, ///< 4 channels, unsigned normalized integers, 4 bits per channel + RGB5A1 = GL_RGB5_A1, ///< 4 channels, unsigned normalized integers, 5 bits for R, G and B, 1 bit for A + RGBA8 = GL_RGBA8, ///< 4 channels, unsigned normalized integers, 8 bits per channel + RGBA8S = GL_RGBA8_SNORM, ///< 4 channels, signed normalized integers, 8 bits per channel + RGB10A2 = GL_RGB10_A2, ///< 4 channels, unsigned normalized integers, 10 bits for R, G and B, 2 bits for A + RGB10A2UI = GL_RGB10_A2UI, ///< 4 channels, unsigned integers, 10 bits for R, G and B, 2 bits for A + RGBA12 = GL_RGBA12, ///< 4 channels, unsigned normalized integers, 12 bits per channel + RGBA16 = GL_RGBA16, ///< 4 channels, unsigned normalized integers, 16 bits per channel + SRGB8 = GL_SRGB8, ///< 3 sRGB channels, unsigned normalized integers, 8 bits per channel + SRGB8A8 = GL_SRGB8_ALPHA8, ///< 4 sRGB channels, unsigned normalized integers, 8 bits per channel + R16F = GL_R16F, ///< 1 channel, floating points, 16 bits per channel + RG16F = GL_RG16F, ///< 2 channels, floating points, 16 bits per channel + RGB16F = GL_RGB16F, ///< 3 channels, floating points, 16 bits per channel + RGBA16F = GL_RGBA16F, ///< 4 channels, floating points, 16 bits per channel + R32F = GL_R32F, ///< 1 channel, floating points, 32 bits per channel + RG32F = GL_RG32F, ///< 2 channels, floating points, 32 bits per channel + RGB32F = GL_RGB32F, ///< 3 channels, floating points, 32 bits per channel + RGBA32F = GL_RGBA32F, ///< 4 channels, floating points, 32 bits per channel + R11FG11FB10F = GL_R11F_G11F_B10F, ///< 3 channels, floating points, 11 bits for R and G, 10 bits for B + RGB9E5 = GL_RGB9_E5, ///< 3 channels, floating points, 9 bits per channel, all channels share the same exponent + R8I = GL_R8I, ///< 1 channel, signed integers, 8 bits per channel + R8UI = GL_R8UI, ///< 1 channel, unsigned integers, 8 bits per channel + R16I = GL_R16I, ///< 1 channel, signed integers, 16 bits per channel + R16UI = GL_R16UI, ///< 1 channel, unsigned integers, 16 bits per channel + R32I = GL_R32I, ///< 1 channel, signed integers, 32 bits per channel + R32UI = GL_R32UI, ///< 1 channel, unsigned integers, 16 bits per channel + RG8I = GL_RG8I, ///< 2 channels, signed integers, 8 bits per channel + RG8UI = GL_RG8UI, ///< 2 channels, unsigned integers, 8 bits per channel + RG16I = GL_RG16I, ///< 2 channels, signed integers, 16 bits per channel + RG16UI = GL_RG16UI, ///< 2 channels, unsigned integers, 16 bits per channel + RG32I = GL_RG32I, ///< 2 channels, signed integers, 32 bits per channel + RG32UI = GL_RG32UI, ///< 2 channels, unsigned integers, 16 bits per channel + RGB8I = GL_RGB8I, ///< 3 channels, signed integers, 8 bits per channel + RGB8UI = GL_RGB8UI, ///< 3 channels, unsigned integers, 8 bits per channel + RGB16I = GL_RGB16I, ///< 3 channels, signed integers, 16 bits per channel + RGB16UI = GL_RGB16UI, ///< 3 channels, unsigned integers, 16 bits per channel + RGB32I = GL_RGB32I, ///< 3 channels, signed integers, 32 bits per channel + RGB32UI = GL_RGB32UI, ///< 3 channels, unsigned integers, 16 bits per channel + RGBA8I = GL_RGBA8I, ///< 4 channels, signed integers, 8 bits per channel + RGBA8UI = GL_RGBA8UI, ///< 4 channels, unsigned integers, 8 bits per channel + RGBA16I = GL_RGBA16I, ///< 4 channels, signed integers, 16 bits per channel + RGBA16UI = GL_RGBA16UI, ///< 4 channels, unsigned integers, 16 bits per channel + RGBA32I = GL_RGBA32I, ///< 4 channels, signed integers, 32 bits per channel + RGBA32UI = GL_RGBA32UI, ///< 4 channels, unsigned integers, 16 bits per channel + CR = GL_COMPRESSED_RED, ///< 1 channel, unsigned normalized integers, compressed + CRG = GL_COMPRESSED_RG, ///< 2 channels, unsigned normalized integers, compressed + CRGB = GL_COMPRESSED_RGB, ///< 3 channels, unsigned normalized integers, compressed + CRGBA = GL_COMPRESSED_RGBA, ///< 4 channels, unsigned normalized integers, compressed + CSRGB = GL_COMPRESSED_SRGB, ///< 3 sRGB channels, unsigned normalized integers, compressed + CSRGBA = GL_COMPRESSED_SRGB_ALPHA, ///< 4 sRGB channels, unsigned normalized integers, compressed + CR_RGTC1 = GL_COMPRESSED_RED_RGTC1, ///< 1 channel, unsigned normalized integers, red/green compressed + CRS_RGTC1 = GL_COMPRESSED_SIGNED_RED_RGTC1, ///< 1 channel, signed normalized integers, red/green compressed + CRG_RGTC2 = GL_COMPRESSED_RG_RGTC2, ///< 2 channels, unsigned normalized integers, red/green compressed + CRGS_RGTC2 = GL_COMPRESSED_SIGNED_RG_RGTC2, ///< 2 channels, signed normalized integers, red/green compressed + CRGBA_BPTC = GL_COMPRESSED_RGBA_BPTC_UNORM, ///< 4 channels, unsigned normalized integers, BPTC compressed + CSRGBA_BPTC = GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, ///< 4 sRGB channels, unsigned normalized integers, BPTC compressed + CRGB_BPTC_SF = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, ///< 3 channels, signed floating points, BPTC compressed + CRGB_BPTC_UF = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, ///< 3 channels, unsigned floating points, BPTC compressed + }; /** * @brief OpenGL internal pixel formats */ enum class PixelFormat : GLenum { - R = GL_RED, - RG = GL_RG, - RGB = GL_RGB, - BGR = GL_BGR, - RGBA = GL_RGBA, - BGRA = GL_BGRA, - RI = GL_RED_INTEGER, - RGI = GL_RG_INTEGER, - RGBI = GL_RGB_INTEGER, - BGRI = GL_BGR_INTEGER, - RGBAI = GL_RGBA_INTEGER, - BGRAI = GL_BGRA_INTEGER, - StencilIndex = GL_STENCIL_INDEX, - DepthComponent = GL_DEPTH_COMPONENT, - DepthStencil = GL_DEPTH_STENCIL, + R = GL_RED, ///< R + RG = GL_RG, ///< RG + RGB = GL_RGB, ///< RGB + BGR = GL_BGR, ///< BGR + RGBA = GL_RGBA, ///< RGBA + BGRA = GL_BGRA, ///< BGRA + RI = GL_RED_INTEGER, ///< R, integer values + RGI = GL_RG_INTEGER, ///< RG, integer values + RGBI = GL_RGB_INTEGER, ///< RGB, integer values + BGRI = GL_BGR_INTEGER, ///< BGR, integer values + RGBAI = GL_RGBA_INTEGER, ///< RGBA, integer values + BGRAI = GL_BGRA_INTEGER, ///< BGRA, integer values + StencilIndex = GL_STENCIL_INDEX, ///< Depth stencil indexed + DepthComponent = GL_DEPTH_COMPONENT, ///< Depth values (range [0, 1]) + DepthStencil = GL_DEPTH_STENCIL, ///< Depth, Stencil pairs }; /** @@ -334,17 +377,26 @@ namespace lol */ enum class PixelType : GLenum { - UByte = GL_UNSIGNED_BYTE, Byte = GL_BYTE, - UShort = GL_UNSIGNED_SHORT, Short = GL_SHORT, - UInt = GL_UNSIGNED_INT, Int = GL_INT, - Float = GL_FLOAT, + UByte = GL_UNSIGNED_BYTE, ///< All channels are unsigned bytes + Byte = GL_BYTE, ///< All channels are signed bytes + UShort = GL_UNSIGNED_SHORT, ///< All channels are unsigned shorts + Short = GL_SHORT, ///< All channels are signed bytes + UInt = GL_UNSIGNED_INT, ///< All channels are unsigned integers + Int = GL_INT, ///< All channels are signed integers + Float = GL_FLOAT, ///< All channels are floating points - UByte332 = GL_UNSIGNED_BYTE_3_3_2, UByte233Rev = GL_UNSIGNED_BYTE_2_3_3_REV, - UShort565 = GL_UNSIGNED_SHORT_5_6_5, UShort565Rev = GL_UNSIGNED_SHORT_5_6_5_REV, - UShort4444 = GL_UNSIGNED_SHORT_4_4_4_4, UShort4444Rev = GL_UNSIGNED_SHORT_4_4_4_4_REV, - UShort5551 = GL_UNSIGNED_SHORT_5_5_5_1, UShort1555Rev = GL_UNSIGNED_SHORT_1_5_5_5_REV, - UInt8888 = GL_UNSIGNED_INT_8_8_8_8, UInt8888Rev = GL_UNSIGNED_INT_8_8_8_8_REV, - UInt1010102 = GL_UNSIGNED_INT_10_10_10_2, UInt1010102Rev = GL_UNSIGNED_INT_2_10_10_10_REV + UByte332 = GL_UNSIGNED_BYTE_3_3_2, ///< R = 3 Bits, G = 3 Bits, B = 2 Bits (RGB) + UByte233Rev = GL_UNSIGNED_BYTE_2_3_3_REV, ///< R = 3 Bits, G = 3 Bits, B = 2 Bits (BGR) + UShort565 = GL_UNSIGNED_SHORT_5_6_5, ///< R = 5 Bits, G = 6 Bits, B = 5 Bits (RGB) + UShort565Rev = GL_UNSIGNED_SHORT_5_6_5_REV, ///< R = 5 Bits, G = 6 Bits, B = 5 Bits (BGR) + UShort4444 = GL_UNSIGNED_SHORT_4_4_4_4, ///< R = 4 Bits, G = 4 Bits, B = 4 Bits, A = 4 Bits (RGBA) + UShort4444Rev = GL_UNSIGNED_SHORT_4_4_4_4_REV, ///< R = 4 Bits, G = 4 Bits, B = 4 Bits, A = 4 Bits (ABGR) + UShort5551 = GL_UNSIGNED_SHORT_5_5_5_1, ///< R = 5 Bits, G = 5 Bits, B = 5 Bits, A = 1 Bits (RGBA) + UShort1555Rev = GL_UNSIGNED_SHORT_1_5_5_5_REV, ///< R = 5 Bits, G = 5 Bits, B = 5 Bits, A = 1 Bits (ABGR) + UInt8888 = GL_UNSIGNED_INT_8_8_8_8, ///< R = 8 Bits, G = 8 Bits, B = 8 Bits, A = 8 Bits (RGBA) + UInt8888Rev = GL_UNSIGNED_INT_8_8_8_8_REV, ///< R = 8 Bits, G = 8 Bits, B = 8 Bits, A = 8 Bits (ABGR) + UInt1010102 = GL_UNSIGNED_INT_10_10_10_2, ///< R = 10 Bits, G = 10 Bits, B = 10 Bits, A = 10 Bits (RGBA) + UInt1010102Rev = GL_UNSIGNED_INT_2_10_10_10_REV ///< R = 10 Bits, G = 10 Bits, B = 10 Bits, A = 10 Bits (ABGR) }; /** @@ -395,10 +447,10 @@ namespace lol enum class TextureWrap : GLenum { - ClampToEdge = GL_CLAMP_TO_EDGE, - ClampToBorder = GL_CLAMP_TO_BORDER, - MirroredRepeat = GL_MIRRORED_REPEAT, - Repeat = GL_REPEAT, - MirrorClampToEdge = GL_MIRROR_CLAMP_TO_EDGE + ClampToEdge = GL_CLAMP_TO_EDGE, ///< Pixels outside of texture get the textures edge color + ClampToBorder = GL_CLAMP_TO_BORDER, ///< Pixels outside of texture get the border color + MirroredRepeat = GL_MIRRORED_REPEAT, ///< Texture is mirrored and repeated + Repeat = GL_REPEAT, ///< Texture is repeated + MirrorClampToEdge = GL_MIRROR_CLAMP_TO_EDGE ///< Texture is mirrored once and then clamped }; } \ No newline at end of file