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Update and fix documentation, remove obsolete TODO.

Don't link to inexistent or deprecated things.
pull/51/head
Vladimír Vondruš 13 years ago
parent
commit
18eb3cd0dc
  1. 27
      src/AbstractShaderProgram.h
  2. 1
      src/Mesh.h

27
src/AbstractShaderProgram.h

@ -270,32 +270,29 @@ See @ref types for more information, only types with GLSL equivalent can be used
@ref Magnum::Vector4i "Vector4i") or unsigned integer uniforms (i.e.
@ref Magnum::UnsignedInt "UnsignedInt", @ref Magnum::Vector2ui "Vector2ui",
@ref Magnum::Vector3ui "Vector3ui" and @ref Magnum::Vector4ui "Vector4ui").
@requires_gles30 Integer attributes and unsigned integer uniforms are not
available in OpenGL ES 2.0.
@requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} is required when
using double uniforms (i.e. @ref Magnum::Double "Double",
@ref Magnum::Vector2d "Vector2d", @ref Magnum::Vector3d "Vector3d",
@ref Magnum::Vector4d "Vector4d", @ref Magnum::Matrix2d "Matrix2d",
@ref Magnum::Matrix3d "Matrix3d", @ref Magnum::Matrix4d "Matrix4d",
@ref Magnum::Vector4d "Vector4d", @ref Magnum::Matrix2x2d "Matrix2x2d",
@ref Magnum::Matrix3x3d "Matrix3x3d", @ref Magnum::Matrix4x4d "Matrix4x4d",
@ref Magnum::Matrix2x3d "Matrix2x3d", @ref Magnum::Matrix3x2d "Matrix3x2d",
@ref Magnum::Matrix2x4d "Matrix2x4d", @ref Magnum::Matrix4x2d "Matrix4x2d",
@ref Magnum::Matrix3x4d "Matrix3x4d" and @ref Magnum::Matrix4x3d "Matrix4x3d").
@requires_gl41 %Extension @extension{ARB,vertex_attrib_64bit} is required when
using double attributes (i.e. @ref Magnum::Double "Double",
@ref Magnum::Vector2d "Vector2d", @ref Magnum::Vector3d "Vector3d",
@ref Magnum::Vector4d "Vector4d", @ref Magnum::Matrix2d "Matrix2d",
@ref Magnum::Matrix3d "Matrix3d", @ref Magnum::Matrix4d "Matrix4d",
@ref Magnum::Vector4d "Vector4d", @ref Magnum::Matrix2x2d "Matrix2x2d",
@ref Magnum::Matrix3x3d "Matrix3x3d", @ref Magnum::Matrix4x4d "Matrix4x4d",
@ref Magnum::Matrix2x3d "Matrix2x3d", @ref Magnum::Matrix3x2d "Matrix3x2d",
@ref Magnum::Matrix2x4d "Matrix2x4d", @ref Magnum::Matrix4x2d "Matrix4x2d",
@ref Magnum::Matrix3x4d "Matrix3x4d" and @ref Magnum::Matrix4x3d "Matrix4x3d").
@requires_gl Double attributes and uniforms are not available in OpenGL ES.
@requires_gles30 Non-square matrix attributes and uniforms (i.e.
@ref Magnum::Matrix2x3 "Matrix2x3", @ref Magnum::Matrix3x2 "Matrix3x2",
@ref Magnum::Matrix2x4 "Matrix2x4", @ref Magnum::Matrix4x2d "Matrix4x2",
@ref Magnum::Matrix3x4 "Matrix3x4" and @ref Magnum::Matrix4x3 "Matrix4x3")
are not available in OpenGL ES 2.0.
@requires_gles30 Integer attributes, unsigned integer uniforms and non-square
matrix attributes and uniforms (i.e. @ref Magnum::Matrix2x3 "Matrix2x3",
@ref Magnum::Matrix3x2 "Matrix3x2", @ref Magnum::Matrix2x4 "Matrix2x4",
@ref Magnum::Matrix4x2d "Matrix4x2", @ref Magnum::Matrix3x4 "Matrix3x4" and
@ref Magnum::Matrix4x3 "Matrix4x3") are not available in OpenGL ES 2.0.
@requires_gl Double attributes and uniforms are not available in OpenGL ES.
@section AbstractShaderProgram-performance-optimization Performance optimizations
@ -1158,7 +1155,7 @@ to floating-point shader inputs. In this case you may want to normalize the
values (e.g. color components from 0-255 to 0.0f - 1.0f) -- see @ref DataOption::Normalize.
Only some types are allowed as attribute types, see @ref AbstractShaderProgram-types
or TypeTraits::AttributeType for more information.
for more information.
See @ref AbstractShaderProgram-subclassing for example usage in shaders and
@ref Mesh-configuration for example usage when adding vertex buffers to mesh.
@ -1296,7 +1293,7 @@ template<UnsignedInt location, class T> class AbstractShaderProgram::Attribute {
* Normalize integer components. Only for float attribute types.
* Default is to not normalize.
*/
Normalize = 1 << 0
Normalized = 1 << 0
};
#else
typedef typename Implementation::Attribute<T>::DataOption DataOption;

1
src/Mesh.h

@ -552,7 +552,6 @@ class MAGNUM_EXPORT Mesh: public AbstractObject {
* @fn_gl_extension{EnableVertexArrayAttrib,EXT,direct_state_access},
* @fn_gl_extension{VertexArrayVertexAttribOffset,EXT,direct_state_access}
* if @extension{APPLE,vertex_array_object} is available
* @todoc Add back the *s when Doxygen is sane again
*/
template<class ...T> inline Mesh& addVertexBuffer(Buffer& buffer, GLintptr offset, const T&... attributes) {
addVertexBufferInternal(buffer, offset, strideOfInterleaved(attributes...), attributes...);

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