diff --git a/src/AbstractTexture.h b/src/AbstractTexture.h index ae43129c7..038e4ad5d 100644 --- a/src/AbstractTexture.h +++ b/src/AbstractTexture.h @@ -29,10 +29,12 @@ namespace Magnum { @brief Base for textures @attention Don't forget to call @ref Texture::setWrapping() "setWrapping()", -setMinificationFilter() and setMagnificationFilter() after creating the -texture, otherwise the texture will be incomplete. If you specified mipmap -filtering in setMinificationFilter(), be sure to also either explicitly set -all mip levels or call generateMipmap(). + setMinificationFilter() and setMagnificationFilter() after creating the + texture, otherwise the texture will be incomplete. If you specified + @ref Wrapping "Wrapping::ClampToBorder" in @ref Texture::setWrapping() "setWrapping()", + be sure to also call setBorderColor(). If you specified mipmap filtering + in setMinificationFilter(), be sure to also either explicitly set all mip + levels or call generateMipmap(). The texture is bound to shader via bind(). Texture uniform on the shader must also be set to particular texture layer using diff --git a/src/Mesh.h b/src/Mesh.h index 21930fad8..8eee5324d 100644 --- a/src/Mesh.h +++ b/src/Mesh.h @@ -33,8 +33,8 @@ namespace Magnum { @section Mesh-configuration Mesh configuration To properly configure mesh, you have to set primitive either in constructor or -using setPrimitive() and call setVertexCount(). Then create vertex buffers, -and them with vertex data. You can also use MeshTools::interleave() to +using setPrimitive() and call setVertexCount(). Then create vertex buffers and +fill them with vertex data. You can also use MeshTools::interleave() to conveniently set vertex count and buffer data. At last assign them to mesh and @ref AbstractShaderProgram::Attribute "shader attributes" using addVertexBuffer(), addInterleavedVertexBuffer() or addVertexBufferStride().