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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. |