@@ -119,8 +119,8 @@ namespace Ogre {
119119 */
120120 VertexData* clone (bool copyData = true , HardwareBufferManagerBase* mgr = 0 ) const OGRE_NODISCARD;
121121
122- /* * Modifies the vertex data to be suitable for use for rendering shadow geometry.
123- @remarks
122+ /* * Modifies the vertex data to be suitable for use for rendering shadow geometry as in @cite mcguire2003fast
123+
124124 Preparing vertex data to generate a shadow volume involves firstly ensuring that the
125125 vertex buffer containing the positions is a standalone vertex buffer,
126126 with no other components in it. This method will therefore break apart any existing
@@ -131,12 +131,16 @@ namespace Ogre {
131131 the same though, so as not to add any overhead to regular rendering of the object.
132132 Both copies of the position are required in one buffer because shadow volumes stretch
133133 from the original mesh to the extruded version.
134- @par
134+
135135 It's important to appreciate that this method can fundamentally change the structure of your
136136 vertex buffers, although in reality they will be new buffers. As it happens, if other
137137 objects are using the original buffers then they will be unaffected because the reference
138138 counting will keep them intact. However, if you have made any assumptions about the
139139 structure of the vertex data in the buffers of this object, you may have to rethink them.
140+
141+ Because shadow volumes are rendered in turn, no additional
142+ index buffer space is allocated by this method, a shared index buffer allocated by the
143+ shadow rendering algorithm is used for addressing this extended vertex buffer.
140144 */
141145 void prepareForShadowVolume (void );
142146
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