Browse Source

Doc++, added todos.

pull/51/head
Vladimír Vondruš 13 years ago
parent
commit
5115fb8624
  1. 2
      src/AbstractFramebuffer.h
  2. 2
      src/AbstractShaderProgram.h
  3. 2
      src/DefaultFramebuffer.h
  4. 4
      src/Framebuffer.h
  5. 3
      src/Renderbuffer.h
  6. 1
      src/Texture.h

2
src/AbstractFramebuffer.h

@ -201,6 +201,8 @@ class MAGNUM_EXPORT AbstractFramebuffer {
* @see @fn_gl{BlitFramebuffer}
* @requires_gles30 %Extension @es_extension{ANGLE,framebuffer_blit} or
* @es_extension{NV,framebuffer_blit}
* @todo NaCl exports `BlitFramebufferEXT` (although no such extension
* exists for ES)
*/
static void blit(AbstractFramebuffer& source, AbstractFramebuffer& destination, const Range2Di& sourceRectangle, const Range2Di& destinationRectangle, FramebufferBlitMask mask, FramebufferBlitFilter filter);

2
src/AbstractShaderProgram.h

@ -171,7 +171,7 @@ bindFragmentDataLocationIndexed(NormalOutput, 1, "normal");
supported in OpenGL ES 2.0, use bindAttributeLocation() instead.
@requires_gles30 Multiple fragment shader outputs are not available in OpenGL
ES 2.0, similar functionality is available in extension
@extension{NV,draw_buffers}.
@es_extension{NV,draw_buffers}.
@subsection AbstractShaderProgram-uniform-location Uniform locations

2
src/DefaultFramebuffer.h

@ -92,7 +92,7 @@ class MAGNUM_EXPORT DefaultFramebuffer: public AbstractFramebuffer {
/**
* The default framebuffer does not exist.
* @requires_es_extension %Extension @es_extension{OES,surfaceless_context}
* @requires_gles30 %Extension @es_extension{OES,surfaceless_context}
*/
#ifndef MAGNUM_TARGET_GLES2
Undefined = GL_FRAMEBUFFER_UNDEFINED

4
src/Framebuffer.h

@ -99,6 +99,7 @@ to avoid unnecessary calls to @fn_gl{BindFramebuffer}. See their respective
documentation for more information.
@requires_gl30 %Extension @extension{ARB,framebuffer_object}
@todo `MAX_COLOR_ATTACHMENTS`
*/
class MAGNUM_EXPORT Framebuffer: public AbstractFramebuffer, public AbstractObject {
friend class Context;
@ -117,6 +118,9 @@ class MAGNUM_EXPORT Framebuffer: public AbstractFramebuffer, public AbstractObje
/**
* @brief Constructor
* @param id Color attachment id
*
* @requires_gles30 %Extension @es_extension{NV,fbo_color_attachments}
* is required for @p id greater than 0.
*/
constexpr explicit ColorAttachment(UnsignedInt id): attachment(GL_COLOR_ATTACHMENT0 + id) {}

3
src/Renderbuffer.h

@ -160,10 +160,11 @@ class MAGNUM_EXPORT Renderbuffer: public AbstractObject {
* framebufferbuffer is not currently bound, it is bound before the
* operation.
* @see @ref maxSize(), @ref maxSamples(), @fn_gl{BindRenderbuffer},
* @fn_gl{RenderbufferStorage} or @fn_gl_extension{NamedRenderbufferStorage,EXT,direct_state_access}
* @fn_gl{RenderbufferStorageMultisample} or @fn_gl_extension{NamedRenderbufferStorageMultisample,EXT,direct_state_access}
* @requires_gles30 %Extension @es_extension{ANGLE,framebuffer_multisample}
* or @es_extension{NV,framebuffer_multisample}
* @todo How about @es_extension{APPLE,framebuffer_multisample}?
* @todo NaCl has @fn_gl_extension{RenderbufferStorageMultisample,EXT,multisampled_render_to_texture}
*/
void setStorageMultisample(Int samples, RenderbufferFormat internalFormat, const Vector2i& size) {
(this->*storageMultisampleImplementation)(samples, internalFormat, size);

1
src/Texture.h

@ -132,6 +132,7 @@ documentation for more information.
@see @ref Texture1D, @ref Texture2D, @ref Texture3D, @ref CubeMapTexture,
@ref CubeMapTextureArray, @ref BufferTexture
@todo @extension{AMD,sparse_texture}
@todo Separate multisample, array and rectangle texture classes to avoid confusion, then remove Target enum
*/
template<UnsignedInt dimensions> class Texture: public AbstractTexture {
public:

Loading…
Cancel
Save