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Vladimír Vondruš 13 years ago
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17ef4da648
  1. 6
      doc/matrix-vector.dox
  2. 3
      doc/scenegraph.dox
  3. 15
      doc/types.dox

6
doc/matrix-vector.dox

@ -169,7 +169,7 @@ Math::Vector<6, Int> w10xyz = swizzle<'w', '1', '0', 'x', 'y', 'z'>(original); /
@section matrix-vector-operations Operations with matrices and vectors
Vectors can be added, subtracted, negated and multiplied or divided with
scalars, as is common in mathematics, Magnum also adds the ability to divide
scalars, as is common in mathematics, %Magnum also adds the ability to divide
scalar with vector:
@code
Vector3 a(1.0f, 2.0f, 3.0f);
@ -232,8 +232,8 @@ OpenGL matrices are column-major, thus it is reasonable to have matrices in
%Magnum also column major (and vectors as columns). This has naturally some
implications and it may differ from what is common in mathematics:
- Order of template arguments in specification of RectangularMatrix is also
column-major:
- Order of template arguments in specification of @ref Math::RectangularMatrix
is also column-major:
@code
Math::RectangularMatrix<2, 3, Int> mat; // two columns, three rows
@endcode

3
doc/scenegraph.dox

@ -60,8 +60,7 @@ won't allow you to scale or shear objects, but are more memory efficient than
matrices.
It's also possible to implement your own transformation class for specific
needs, see @ref AbstractTransformation-subclassing
"AbstractTransformation documentation" for more information.
needs, see source of other transformation classes for more information.
@section scenegraph-hierarchy Scene hierarchy

15
doc/types.dox

@ -30,9 +30,9 @@ namespace Magnum {
@section types-builtin Builtin types
%Magnum provides typedefs for builtin integral and floating-point arithmetic
types to ensure portability (e.g. Int is *always* 32bit), maintain consistency
and reduce confusion (e.g. `std::int32_t`, `int` and `GLint` all refer to the
same type).
types to ensure portability (e.g. @ref Int is *always* 32bit), maintain
consistency and reduce confusion (e.g. `std::int32_t`, `int` and `GLint` all
refer to the same type).
| %Magnum type | Size | Equivalent GLSL type |
| ------------------ | -------------- | -------------------- |
@ -52,9 +52,10 @@ types which cannot be directly passed to GLSL shaders (such as `long double`)
have no typedefs.
Types from the above table are then used to define other types. All following
types are aliases of corresponding types in Math namespace. No suffix after type
name means @ref Float underlying type, `ui` means @ref UnsignedInt underlying
type, `i` is @ref Int underlying type and `d` is for @ref Double underlying type.
types are aliases of corresponding types in @ref Math namespace. No suffix
after type name means @ref Float underlying type, `ui` means @ref UnsignedInt
underlying type, `i` is @ref Int underlying type and `d` is for @ref Double
underlying type.
@section types-matrix Matrix/vector types
@ -78,7 +79,7 @@ type, `i` is @ref Int underlying type and `d` is for @ref Double underlying type
| @ref Matrix4x3 or @ref Matrix4x3d | `mat4x3` or `dmat4x3` |
Any super- or sub-class of the same size and underlying type can be used
equivalently (e.g. Math::Vector or Color3 instead of @ref Vector3).
equivalently (e.g. @ref Math::Vector or @ref Color3 instead of @ref Vector3).
@section types-other Other types

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