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pull/34/head
Vladimír Vondruš 13 years ago
parent
commit
28032a3909
  1. 8
      src/AbstractShaderProgram.h
  2. 2
      src/Buffer.h
  3. 2
      src/Shader.cpp

8
src/AbstractShaderProgram.h

@ -216,7 +216,7 @@ layout(binding = 1) uniform sampler2D specularTexture;
If you don't have the required extension (or if you want to change the layer
later), declare the uniforms without the `layout()` qualifier and set the
texture layer uniform using @ref setUniform(Int, const T&) "setUniform(Int, Int)".
texture layer uniform using @ref Magnum::AbstractShaderProgram::setUniform(Int, const T&) "setUniform(Int, Int)".
Note that additional syntax changes may be needed for GLSL 1.20 and GLSL ES
1.0.
@code
@ -230,9 +230,11 @@ setUniform(SpecularTextureUniform, SpecularTextureLayer);
@see @ref Shader::maxTextureImageUnits()
@requires_gl42 %Extension @extension{ARB,shading_language_420pack} for explicit
texture layer binding instead of using @ref setUniform(Int, const T&) "setUniform(Int, Int)".
texture layer binding instead of using
@ref Magnum::AbstractShaderProgram::setUniform(Int, const T&) "setUniform(Int, Int)".
@requires_gl Explicit texture layer binding is not supported in OpenGL ES. Use
@ref setUniform(Int, const T&) "setUniform(Int, Int)" instead.
@ref Magnum::AbstractShaderProgram::setUniform(Int, const T&) "setUniform(Int, Int)"
instead.
@section AbstractShaderProgram-rendering-workflow Rendering workflow

2
src/Buffer.h

@ -44,7 +44,7 @@ namespace Magnum {
/**
* @brief %Buffer usage
*
* @see @ref Buffer::setData(Containers::ArrayReference, BufferUsage)
* @see @ref Buffer::setData(Containers::ArrayReference<const void>, BufferUsage)
*/
enum class BufferUsage: GLenum {
/**

2
src/Shader.cpp

@ -627,7 +627,7 @@ bool Shader::compile() {
CORRADE_ASSERT(sources.size() > 1, "Shader::compile(): no files added", false);
/* Array of source string pointers and their lengths */
/** @todo Use `Containers::::ArrayTuple` to avoid one allocation if it ever
/** @todo Use `Containers::ArrayTuple` to avoid one allocation if it ever
gets to be implemented (we need properly aligned memory too) */
Containers::Array<const GLchar*> pointers(sources.size());
Containers::Array<GLint> sizes(sources.size());

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