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pull/7/head
Vladimír Vondruš 14 years ago
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4545eb8987
  1. 10
      src/AbstractTexture.h
  2. 4
      src/Mesh.h

10
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

4
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().

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