From: NathanSweet
* THIS STUFF IS A WIP
- *
+ *
* @see PolygonRegionLoader
- *
* @author Stefan Bachmann
* @author Nathan Sweet */
public class PolygonRegion {
diff --git a/gdx/src/com/badlogic/gdx/graphics/g2d/PolygonSpriteBatch.java b/gdx/src/com/badlogic/gdx/graphics/g2d/PolygonSpriteBatch.java
index 6d6c7b0cd..b9dc9da3c 100644
--- a/gdx/src/com/badlogic/gdx/graphics/g2d/PolygonSpriteBatch.java
+++ b/gdx/src/com/badlogic/gdx/graphics/g2d/PolygonSpriteBatch.java
@@ -33,44 +33,29 @@ import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.utils.NumberUtils;
/**
- * A PolyongSpriteBatch is used to draw 2D polygons that reference a texture (region). The class will batch the drawing commands
+ * A PolygonSpriteBatch is used to draw 2D polygons that reference a texture (region). The class will batch the drawing commands
* and optimize them for processing by the GPU.
- *
* THIS STUFF IS WIP
- *
*
- * To draw something with a PolyongSpriteBatch one has to first call the {@link PolygonSpriteBatch#begin()} method which will
+ * To draw something with a PolygonSpriteBatch one has to first call the {@link PolygonSpriteBatch#begin()} method which will
* setup appropriate render states. When you are done with drawing you have to call {@link PolygonSpriteBatch#end()} which will
* actually draw the things you specified.
- *
- * All drawing commands of the PolyongSpriteBatch operate in screen coordinates. The screen coordinate system has an x-axis
+ * All drawing commands of the PolygonSpriteBatch operate in screen coordinates. The screen coordinate system has an x-axis
* pointing to the right, an y-axis pointing upwards and the origin is in the lower left corner of the screen. You can also
* provide your own transformation and projection matrices if you so wish.
- *
- * A PolyongSpriteBatch is managed. In case the OpenGL context is lost all OpenGL resources a PolyongSpriteBatch uses internally
+ * A PolygonSpriteBatch is managed. In case the OpenGL context is lost all OpenGL resources a PolygonSpriteBatch uses internally
* get invalidated. A context is lost when a user switches to another application or receives an incoming call on Android. A
- * SpritPolyongSpriteBatcheBatch will be automatically reloaded after the OpenGL context is restored.
- *
- * A PolyongSpriteBatch is a pretty heavy object so you should only ever have one in your program.
- *
- * A PolyongSpriteBatch works with OpenGL ES 1.x and 2.0. In the case of a 2.0 context it will use its own custom shader to draw
+ * A PolygonSpriteBatch works with OpenGL ES 1.x and 2.0. In the case of a 2.0 context it will use its own custom shader to draw
* all provided sprites. You can set your own custom shader via {@link #setShader(ShaderProgram)}.
- *
- * A PolyongSpriteBatch has to be disposed if it is no longer used.
- *
- * Constructs a new PolygonSpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards,
+ /** Constructs a new PolygonSpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards,
* x-axis point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect
* with respect to the screen resolution.
- *
* The size parameter specifies the maximum size of a single batch in number of vertices(!)
- *
* The defaultShader specifies the shader to use. Note that the names for uniforms for this default shader are different than
* the ones expect for shaders set with {@link #setShader(ShaderProgram)}. See the {@link #createDefaultShader()} method.
- *
- * Constructs a new PolygonSpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards,
+ /** Constructs a new PolygonSpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards,
* x-axis point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect
* with respect to the screen resolution.
- *
* The size parameter specifies the maximum size of a single batch in number of vertices(!)
- *
* The defaultShader specifies the shader to use. Note that the names for uniforms for this default shader are different than
* the ones expect for shaders set with {@link #setShader(ShaderProgram)}. See the {@link #createDefaultShader()} method.
- *
+ * Call this method with a null argument to use the default shader. + *
* This method will flush the batch before setting the new shader, you can call it in between {@link #begin()} and * {@link #end()}. - * * @param shader the {@link ShaderProgram} or null to use the default shader. */ public void setShader (ShaderProgram shader) { if (drawing) {