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Doc++, added some TODOs.

pull/51/head
Vladimír Vondruš 12 years ago
parent
commit
12a2bb81ba
  1. 4
      doc/best-practices.dox
  2. 4
      doc/opengl-support.dox
  3. 2
      doc/troubleshooting.dox
  4. 3
      src/Magnum/AbstractShaderProgram.h
  5. 2
      src/Magnum/SceneGraph/Object.h

4
doc/best-practices.dox

@ -80,6 +80,10 @@ vertex and index buffers in both Native Client and Emscripten.
- [PowerVR Performance Recommendations](https://github.com/burningsun/pecker_framework/blob/master/参考资料/PowerVR.Performance%20Recommendations.pdf?raw=true) [PDF]
@subsection best-practices-amd AMD hardware
- [ATI Radeon HD 2000 programming guide](http://developer.amd.com/wordpress/media/2012/10/ATI_Radeon_HD_2000_programming_guide.pdf)
@subsection best-practices-tegra NVidia Tegra hardware
- [Optimize OpenGL ES 2.0 Performance for Tegra](http://docs.nvidia.com/tegra/index.html#GLES2_Perf_Main.html)

4
doc/opengl-support.dox

@ -50,7 +50,7 @@ following:
@todo Replace @extension{APPLE,vertex_array_object} with ARB version (we use only ARB functions without APPLE fallback)
@todo @extension{APPLE,flush_buffer_range} doesn't add anything to @extension{ARB,map_buffer_range} (remove it and leave only ARB one)
@todo @extension{EXT,texture_array} overlaps with @extension{ARB,framebuffer_object}
@todo Replace @extension{NV,depth_buffer_float} with @extension{ARB,depth_buffer_float} and implement the missing @fn_gl{DepthRange} function
@todo Add @extension{ARB,depth_buffer_float} and implement the missing @fn_gl{DepthRange} function, but keep (and implement) @extension{NV,depth_buffer_float} for non-linear depth buffer
@todo @extension{ARB,half_float_pixel}, @extension{ARB,half_float_vertex}?
%Extension | Status
@ -194,6 +194,7 @@ following:
@subsection opengl-support-44 OpenGL 4.4
@todo Also fallback to @extension{AMD,query_buffer_object}
@todo @extension{AMD,pinned_memory} "fallback" for @extension{ARB,buffer_storage}
%Extension | Status
-------------------------------------------- | ------
@ -276,6 +277,7 @@ supported.
Only extensions not already listed in above tables are included here.
@todo @es_extension{NV,non_square_matrices}
@todo Support also IMG_multisampled_render_to_texture? It has different enum
values (!)

2
doc/troubleshooting.dox

@ -26,7 +26,7 @@
namespace Magnum {
/** @page troubleshooting Troubleshooting
@brief Various tricks to overcome to common building and rendering issues.
@brief Various tricks to overcome common building and rendering issues.
@section troubleshooting-building Building issues

3
src/Magnum/AbstractShaderProgram.h

@ -181,6 +181,9 @@ bindFragmentDataLocationIndexed(NormalOutput, 1, "normal");
ES 2.0, similar functionality is available in extension
@es_extension{NV,draw_buffers}.
@todo @es_extension{EXT,separate_shader_objects} supports explicit attrib
location
@subsection AbstractShaderProgram-uniform-location Uniform locations
The preferred workflow is to specify uniform locations directly in the shader

2
src/Magnum/SceneGraph/Object.h

@ -93,6 +93,8 @@ class documentation or @ref compilation-speedup-hpp for more information.
@see @ref Scene, @ref AbstractFeature, @ref AbstractTransformation,
@ref DebugTools::ObjectRenderer
@todo Consider using `mutable` for flags to make transformation computation
available on const refs
*/
template<class Transformation> class Object: public AbstractObject<Transformation::Dimensions, typename Transformation::Type>, public Transformation
#ifndef DOXYGEN_GENERATING_OUTPUT

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