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Updated and simplified Main page of documentation, finally fixed doxygen warnings with @copydoc in Math namespace.vectorfields
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namespace Magnum { |
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/** @mainpage |
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<p><strong>%Magnum</strong> is simple graphical engine written in C++11 and OpenGL 3 Core Profile. Features:</p> |
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<ul> |
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<li>Easy-to-use templated @ref Magnum::Math "mathematical library" for matrix/vector calculations.</li> |
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<li>Hierarchical @ref Magnum::Scene "scene graph" which supports transformation caching for better performance.</li> |
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<li>Classes for convenient usage of @ref Magnum::Shader "shaders", @ref Magnum::Buffer "buffers" and @ref Magnum::Texture "textures".</li> |
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<li>Easy-to-use templated @ref Math "mathematical library" for matrix/vector calculations.</li> |
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<li>Hierarchical @ref Scene "scene graph" which supports transformation caching for better performance.</li> |
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<li>Classes for convenient usage of @ref AbstractShaderProgram "shaders", @ref Buffer "buffers" and @ref Texture "textures".</li> |
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</ul> |
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@section BasicUsage Basic usage |
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<p>%Scene in %Magnum is composed of hierarchically connected object instances. |
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To build the scene, you need @ref Magnum::Scene "Scene" object with assigned |
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@ref Magnum::Camera "Camera" and some @ref Magnum::Object "Object" instances. |
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When rendering using Magnum::Scene::draw(), the engine goes through all objects |
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connected to the scene and calls Magnum::Object::draw() on them.</p> |
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To build the scene, you need Scene object with assigned Camera and some Object |
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instances. When rendering using Scene::draw(), the engine goes through all |
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objects connected to the scene and calls Object::draw() on them.</p> |
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<p>All objects are by default empty. To make object renderable in the scene, |
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you must reimplement Magnum::Object::draw(), and for example bind an |
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@ref Magnum::AbstractShaderProgram "shader", @ref Magnum::Texture "texture" and |
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render an prepared @ref Magnum::Mesh "mesh".</p> |
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<p>Basic usage examples are in <tt>examples/</tt> subdirectory.</p> |
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you must reimplement Object::draw(), and for example bind an |
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@ref AbstractShaderProgram "shader", @ref Texture "texture" and |
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render an prepared @ref Mesh "mesh".</p> |
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*/ |
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} |
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