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Vladimír Vondruš 13 years ago
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  1. 5
      src/SceneGraph/AbstractCamera.h
  2. 17
      src/SceneGraph/Animable.h
  3. 5
      src/SceneGraph/Camera2D.h
  4. 5
      src/SceneGraph/Camera3D.h
  5. 5
      src/SceneGraph/Object.h

5
src/SceneGraph/AbstractCamera.h

@ -53,8 +53,9 @@ instantiatable, use Camera2D or Camera3D subclasses instead.
@section AbstractCamera-explicit-specializations Explicit template specializations
The following specialization are explicitly compiled into SceneGraph library.
For other specializations you have to use AbstractCamera.hpp implementation
file to avoid linker errors. See also relevant sections in
For other specializations (e.g. using `double` type) you have to use
AbstractCamera.hpp implementation file to avoid linker errors. See also
relevant sections in
@ref Camera2D-explicit-specializations "Camera2D" and
@ref Camera3D-explicit-specializations "Camera3D" class documentation or
@ref compilation-speedup-hpp for more information.

17
src/SceneGraph/Animable.h

@ -80,9 +80,9 @@ class AnimableObject: public Object3D, SceneGraph::Animable3D<> {
@endcode
Then add the object to your scene and some animation group. You can also use
AnimableGroup::add() and AnimableGroup::remove(). The animation is initially
in stopped state and without repeat, see setState(), setRepeated() and
setRepeatCount() for more information.
AnimableGroup::add() and AnimableGroup::remove() instead of passing the group
in the constructor. The animation is initially in stopped state and without
repeat, see setState(), setRepeated() and setRepeatCount() for more information.
@code
Scene3D scene;
SceneGraph::AnimableGroup3D<> animables;
@ -113,15 +113,16 @@ void MyApplication::drawEvent() {
AnimableGroup is optimized for case when no animation is running - it just
puts itself to rest and waits until some animation changes its state to
running again. If you put animations which are not pernamently running to
separate group, they will not be traversed when calling AnimableGroup::step(),
saving precious frame time.
@ref AnimationState "AnimationState::Running" again. If you put animations
which are not pernamently running to separate group, they will not be always
traversed when calling AnimableGroup::step(), saving precious frame time.
@section Animable-explicit-specializations Explicit template specializations
The following specialization are explicitly compiled into %SceneGraph library.
For other specializations you have to use Animable.hpp implementation file to
avoid linker errors. See also @ref compilation-speedup-hpp for more information.
For other specializations (e.g. using `double` type) you have to use
Animable.hpp implementation file to avoid linker errors. See also
@ref compilation-speedup-hpp for more information.
- @ref Animable "Animable<2, GLfloat>", @ref AnimableGroup "AnimableGroup<2, GLfloat>"
- @ref Animable "Animable<3, GLfloat>", @ref AnimableGroup "AnimableGroup<3, GLfloat>"

5
src/SceneGraph/Camera2D.h

@ -38,8 +38,9 @@ camera->setProjection({4.0f/3.0f, 1.0f})
@section Camera2D-explicit-specializations Explicit template specializations
The following specialization are explicitly compiled into SceneGraph library.
For other specializations you have to use Camera2D.hpp implementation file to
avoid linker errors. See @ref compilation-speedup-hpp for more information.
For other specializations (e.g. using `double` type) you have to use
Camera2D.hpp implementation file to avoid linker errors. See
@ref compilation-speedup-hpp for more information.
- @ref Camera2D "Camera2D<GLfloat>"

5
src/SceneGraph/Camera3D.h

@ -43,8 +43,9 @@ camera->setPerspective({}, 0.001f, 100.0f)
@section Camera3D-explicit-specializations Explicit template specializations
The following specialization are explicitly compiled into SceneGraph library.
For other specializations you have to use Camera3D.hpp implementation file to
avoid linker errors. See @ref compilation-speedup-hpp for more information.
For other specializations (e.g. using `double` type) you have to use
Camera3D.hpp implementation file to avoid linker errors. See
@ref compilation-speedup-hpp for more information.
- @ref Camera3D "Camera3D<GLfloat>"

5
src/SceneGraph/Object.h

@ -68,8 +68,9 @@ for(Object* child = o->firstChild(); child; child = child->nextSibling()) {
@section Object-explicit-specializations Explicit template specializations
The following specialization are explicitly compiled into SceneGraph library.
For other specializations you have to use Object.hpp implementation file to
avoid linker errors. See @ref compilation-speedup-hpp for more information.
For other specializations (e.g. using `double` type or special transformation
class) you have to use Object.hpp implementation file to avoid linker errors.
See @ref compilation-speedup-hpp for more information.
- @ref MatrixTransformation2D "Object<MatrixTransformation2D<GLfloat>>"
- @ref MatrixTransformation3D "Object<MatrixTransformation3D<GLfloat>>"

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