Browse Source

Doc++

vectorfields
Vladimír Vondruš 15 years ago
parent
commit
31c70f2c08
  1. 2
      src/Camera.h
  2. 2
      src/CubeMapTexture.h
  3. 4
      src/Image.h
  4. 2
      src/Math/Matrix.h
  5. 2
      src/Math/Matrix3.h
  6. 2
      src/Math/Matrix4.h
  7. 2
      src/Math/Vector.h
  8. 2
      src/Math/Vector2.h
  9. 2
      src/Math/Vector3.h
  10. 2
      src/Math/Vector4.h
  11. 2
      src/Primitives/Cube.h
  12. 2
      src/Primitives/Icosphere.h
  13. 2
      src/Scene.h
  14. 2
      src/Shader.h
  15. 11
      src/Texture.h

2
src/Camera.h

@ -24,7 +24,7 @@
namespace Magnum {
/**
* @brief Camera object
* @brief %Camera object
*
* @todo Subclasses - perspective, FBO postprocessing etc.
*/

2
src/CubeMapTexture.h

@ -16,7 +16,7 @@
*/
/** @file
* @brief Cube map texture
* @brief Class Magnum::CubeMapTexture
*/
#include "Texture.h"

4
src/Image.h

@ -16,7 +16,7 @@
*/
/** @file
* @brief Class Magnum::Image
* @brief Enum Magnum::ColorFormat, class Magnum::Image
*/
#include "Magnum.h"
@ -35,7 +35,7 @@ enum class ColorFormat: GLenum {
};
/**
@brief Image
@brief %Image
Class for storing data, which are later fed to textures. It is just a
transparent envelope around the data, which holds additional information about

2
src/Math/Matrix.h

@ -24,7 +24,7 @@
namespace Magnum { namespace Math {
/**
* @brief Matrix
* @brief %Matrix
*
* @todo @c PERFORMANCE - implicit sharing
* @todo @c PERFORMANCE - loop unrolling for Matrix<T, 3> and Matrix<T, 4>

2
src/Math/Matrix3.h

@ -24,7 +24,7 @@
namespace Magnum { namespace Math {
/** @brief Matrix 3x3 */
/** @brief 3x3 matrix */
template<class T> class Matrix3: public Matrix<T, 3> {
public:
/** @copydoc Matrix::Matrix(bool) */

2
src/Math/Matrix4.h

@ -25,7 +25,7 @@
namespace Magnum { namespace Math {
/**
* @brief Matrix 4x4
* @brief 4x4 matrix
*
* @todo @c PERFORMANCE - make (T,T,T) - (Vec3&lt;T&gt;) alternatives calling
* direction based on statistics, which is used more frequently

2
src/Math/Vector.h

@ -27,7 +27,7 @@
namespace Magnum { namespace Math {
/** @brief Vector */
/** @brief %Vector */
template<class T, size_t size> class Vector {
public:
typedef T Type; /**< @brief Vector data type */

2
src/Math/Vector2.h

@ -23,7 +23,7 @@
namespace Magnum { namespace Math {
/** @brief Vector (two-component) */
/** @brief Two-component vector */
template<class T> class Vector2: public Vector<T, 2> {
public:
/** @copydoc Vector::Vector */

2
src/Math/Vector3.h

@ -23,7 +23,7 @@
namespace Magnum { namespace Math {
/** @brief Vector (three-component) */
/** @brief Three-component vector */
template<class T> class Vector3: public Vector<T, 3> {
public:
/** @brief Unit vector in direction of X axis */

2
src/Math/Vector4.h

@ -23,7 +23,7 @@
namespace Magnum { namespace Math {
/** @brief Vector (four-component) */
/** @brief Four-component vector */
template<class T> class Vector4: public Vector<T, 4> {
public:
/**

2
src/Primitives/Cube.h

@ -23,7 +23,7 @@
namespace Magnum { namespace Primitives {
/** @brief Cube primitive */
/** @brief %Cube primitive */
class Cube: public AbstractPrimitive<GLubyte> {
public:
inline Mesh::Primitive primitive() const { return Mesh::Triangles; }

2
src/Primitives/Icosphere.h

@ -37,7 +37,7 @@ class _AbstractIcosphere {
#endif
/**
* @brief Icosphere primitive
* @brief %Icosphere primitive
* @tparam subdivisions Number of subdivisions
*/
template<size_t subdivisions> class Icosphere: public AbstractPrimitive<typename SizeTraits<Log<256, Pow<4, subdivisions>::value*20*3>::value>::SizeType>, _AbstractIcosphere {

2
src/Scene.h

@ -23,7 +23,7 @@
namespace Magnum {
/** @brief Scene */
/** @brief %Scene */
class Scene: public Object {
private:
virtual void setParent(Object* parent) {}

2
src/Shader.h

@ -27,7 +27,7 @@
namespace Magnum {
/**
* @brief Shader
* @brief %Shader
*
* Allows loading and compiling the shader from file or directly from source
* string. Compiled shaders are then passed to AbstractShaderProgram subclasses

11
src/Texture.h

@ -82,6 +82,8 @@ template<size_t dimensions> class Texture: public AbstractTexture {
* @param colorFormat Color format of passed data. Data size per
* color channel is detected from format of passed data array.
* @param data %Texture data
*
* Sets texture from given data. The data are not deleted afterwards.
*/
template<class T> inline void setData(GLint mipLevel, InternalFormat internalFormat, const Math::Vector<GLsizei, Dimensions>& _dimensions, ColorFormat colorFormat, const T* data) {
bind();
@ -94,6 +96,9 @@ template<size_t dimensions> class Texture: public AbstractTexture {
* @param mipLevel Mip level
* @param internalFormat Internal texture format
* @param image Image
*
* Sets texture data from given image. The image is not deleted
* afterwards.
*/
inline void setData(GLint mipLevel, InternalFormat internalFormat, const Image<Dimensions>* image) {
bind();
@ -109,6 +114,9 @@ template<size_t dimensions> class Texture: public AbstractTexture {
* @param colorFormat Color format of passed data. Data size per
* color channel is detected from format of passed data array.
* @param data %Texture data
*
* Sets texture subdata from given data. The data are not deleted
* afterwards.
*/
template<class T> inline void setSubData(GLint mipLevel, const Math::Vector<GLint, Dimensions>& offset, const Math::Vector<GLsizei, Dimensions>& _dimensions, ColorFormat colorFormat, const T* data) {
bind();
@ -121,6 +129,9 @@ template<size_t dimensions> class Texture: public AbstractTexture {
* @param mipLevel Mip level
* @param offset Offset where to put data in the texture
* @param image Image
*
* Sets texture subdata from given image. The image is not deleted
* afterwards.
*/
inline void setSubData(GLint mipLevel, const Math::Vector<GLint, Dimensions>& offset, const Image<Dimensions>* image) {
bind();

Loading…
Cancel
Save