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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 @section matrix-vector-operations Operations with matrices and vectors
Vectors can be added, subtracted, negated and multiplied or divided with 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: scalar with vector:
@code @code
Vector3 a(1.0f, 2.0f, 3.0f); 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 %Magnum also column major (and vectors as columns). This has naturally some
implications and it may differ from what is common in mathematics: implications and it may differ from what is common in mathematics:
- Order of template arguments in specification of RectangularMatrix is also - Order of template arguments in specification of @ref Math::RectangularMatrix
column-major: is also column-major:
@code @code
Math::RectangularMatrix<2, 3, Int> mat; // two columns, three rows Math::RectangularMatrix<2, 3, Int> mat; // two columns, three rows
@endcode @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. matrices.
It's also possible to implement your own transformation class for specific It's also possible to implement your own transformation class for specific
needs, see @ref AbstractTransformation-subclassing needs, see source of other transformation classes for more information.
"AbstractTransformation documentation" for more information.
@section scenegraph-hierarchy Scene hierarchy @section scenegraph-hierarchy Scene hierarchy

15
doc/types.dox

@ -30,9 +30,9 @@ namespace Magnum {
@section types-builtin Builtin types @section types-builtin Builtin types
%Magnum provides typedefs for builtin integral and floating-point arithmetic %Magnum provides typedefs for builtin integral and floating-point arithmetic
types to ensure portability (e.g. Int is *always* 32bit), maintain consistency types to ensure portability (e.g. @ref Int is *always* 32bit), maintain
and reduce confusion (e.g. `std::int32_t`, `int` and `GLint` all refer to the consistency and reduce confusion (e.g. `std::int32_t`, `int` and `GLint` all
same type). refer to the same type).
| %Magnum type | Size | Equivalent GLSL 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. have no typedefs.
Types from the above table are then used to define other types. All following 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 types are aliases of corresponding types in @ref Math namespace. No suffix
name means @ref Float underlying type, `ui` means @ref UnsignedInt underlying after type name means @ref Float underlying type, `ui` means @ref UnsignedInt
type, `i` is @ref Int underlying type and `d` is for @ref Double underlying type. underlying type, `i` is @ref Int underlying type and `d` is for @ref Double
underlying type.
@section types-matrix Matrix/vector types @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` | | @ref Matrix4x3 or @ref Matrix4x3d | `mat4x3` or `dmat4x3` |
Any super- or sub-class of the same size and underlying type can be used 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 @section types-other Other types

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