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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 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 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 Note that additional syntax changes may be needed for GLSL 1.20 and GLSL ES
1.0. 1.0.
@code @code
@ -230,9 +230,11 @@ setUniform(SpecularTextureUniform, SpecularTextureLayer);
@see @ref Shader::maxTextureImageUnits() @see @ref Shader::maxTextureImageUnits()
@requires_gl42 %Extension @extension{ARB,shading_language_420pack} for explicit @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 @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 @section AbstractShaderProgram-rendering-workflow Rendering workflow

2
src/Buffer.h

@ -44,7 +44,7 @@ namespace Magnum {
/** /**
* @brief %Buffer usage * @brief %Buffer usage
* *
* @see @ref Buffer::setData(Containers::ArrayReference, BufferUsage) * @see @ref Buffer::setData(Containers::ArrayReference<const void>, BufferUsage)
*/ */
enum class BufferUsage: GLenum { 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); CORRADE_ASSERT(sources.size() > 1, "Shader::compile(): no files added", false);
/* Array of source string pointers and their lengths */ /* 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) */ gets to be implemented (we need properly aligned memory too) */
Containers::Array<const GLchar*> pointers(sources.size()); Containers::Array<const GLchar*> pointers(sources.size());
Containers::Array<GLint> sizes(sources.size()); Containers::Array<GLint> sizes(sources.size());

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