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diff --git a/slideshow/README.md b/slideshow/README.md
index e67379f43c89..69fa42aebcfb 100644
--- a/slideshow/README.md
+++ b/slideshow/README.md
@@ -1,32 +1,33 @@
-The Impress slideshow engine
+# Impress Slideshow Engine
-== 3D transitions ==
+## 3D Transitions
The 3D transitions are slideshow transition engine using OpenGL and
-are located in slideshow/source/engine/OGLTrans/. They were initially
+are located in `slideshow/source/engine/OGLTrans/`. They were initially
written by GSOC student Shane.M.Mathews. Radek has later polished the
code a bit, added few new 3D transitions, added infrastructure for
vertex and fragment shaders. Wrote few transitions with fragment shader
too.
-== Physics Animation Effects ==
+## Physics Animation Effects
Physics animation effects are simulated by external 2d physics engine
-library Box2D. They don't directly call Box2D functions but instead
+library `Box2D`. They don't directly call `Box2D` functions but instead
use the wrapper in:
-* slideshow/source/inc/box2dtools.hxx
-* slideshow/source/engine/box2dtools.cxx
-The wrapper has two corresponding classes to manage the Box2D world
-and Box2D bodies.
+* `slideshow/source/inc/box2dtools.hxx`
+* `slideshow/source/engine/box2dtools.cxx`
-When a physics animation starts, a Box2DWorld is initiated and
+The wrapper has two corresponding classes to manage the `Box2D` world
+and `Box2D` bodies.
+
+When a physics animation starts, a `Box2DWorld` is initiated and
populated with every shape that is part of the foreground (which are
shapes that do not belong to the master slide and not a background
shape).
After creation until the end of the slide (not the whole slideshow)
-the Box2D World isn't destroyed and reused. But the bodies that
+the `Box2D` World isn't destroyed and reused. But the bodies that
represent the shapes in the slide get destroyed when there's a point
in time that there's no physics animation in progress. And recreated
when another physics animation starts.
@@ -36,8 +37,8 @@ takes the role of stepping through the simulation.
If there are other animation effects that go in parallel which change
the shape position, rotation, or visibility - they also report the
-change to Box2D World. These updates are collected in a queue in
-Box2DWorld and processed before stepping through the simulation.
+change to `Box2DWorld`. These updates are collected in a queue in
+`Box2DWorld` and processed before stepping through the simulation.
To achieve convincing results these updates are performed by setting
-the box2d body's linear velocity or angular velocity instead of
+the `Box2D` body's linear velocity or angular velocity instead of
setting directly it's position or rotation.