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Sebastien Vandenberghe 6 năm trước cách đây
mục cha
commit
dc291c479a

+ 2 - 0
src/Engines/webgpuEngine.ts

@@ -175,6 +175,8 @@ export class WebGPUEngine extends Engine {
 
 
     /**
     /**
      * Initializes the WebGPU context and dependencies.
      * Initializes the WebGPU context and dependencies.
+     * @param shadercOptions Defines the ShaderC compiler options if necessary
+     * @returns a promise notifying the readiness of the engine.
      */
      */
     public initEngineAsync(shadercOptions: any = null): Promise<void> {
     public initEngineAsync(shadercOptions: any = null): Promise<void> {
         return (window as any).Shaderc(shadercOptions)
         return (window as any).Shaderc(shadercOptions)

+ 2 - 3
src/Meshes/abstractMesh.ts

@@ -679,14 +679,12 @@ export class AbstractMesh extends TransformNode implements IDisposable, ICullabl
 
 
     /**
     /**
      * Transfer the mesh values to its UBO.
      * Transfer the mesh values to its UBO.
+     * @param world The world matrix associated with the mesh
      */
      */
     public transferToEffect(world: Matrix): void {
     public transferToEffect(world: Matrix): void {
         const ubo = this._uniformBuffer;
         const ubo = this._uniformBuffer;
 
 
-        // TODO. Instances.
-        // if (!defines.INSTANCES) {
         ubo.updateMatrix("world", world);
         ubo.updateMatrix("world", world);
-        // }
         ubo.updateFloat("visibility", this._visibility);
         ubo.updateFloat("visibility", this._visibility);
 
 
         // TODO. Bones.
         // TODO. Bones.
@@ -696,6 +694,7 @@ export class AbstractMesh extends TransformNode implements IDisposable, ICullabl
 
 
     /**
     /**
      * Gets the mesh uniform buffer.
      * Gets the mesh uniform buffer.
+     * @return the uniform buffer of the mesh.
      */
      */
     public getMeshUniformBuffer(): UniformBuffer {
     public getMeshUniformBuffer(): UniformBuffer {
         return this._uniformBuffer;
         return this._uniformBuffer;