From 5e5b5e9c4cbfa1ff4d9b476c38e200ba76de1a20 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Tue, 7 Jan 2014 00:39:21 +0100 Subject: [PATCH] Updated documentation of mesh classes. --- src/Mesh.h | 12 ++++++------ src/MeshView.h | 10 +++++----- 2 files changed, 11 insertions(+), 11 deletions(-) diff --git a/src/Mesh.h b/src/Mesh.h index f6dadbf7c..7afc54bf6 100644 --- a/src/Mesh.h +++ b/src/Mesh.h @@ -25,7 +25,7 @@ */ /** @file - * @brief Class Magnum::Mesh + * @brief Class @ref Magnum::Mesh */ #include @@ -285,10 +285,10 @@ for more infromation) and call @ref Mesh::draw(). @section Mesh-performance-optimization Performance optimizations -If @extension{APPLE,vertex_array_object}, OpenGL ES 3.0 or +If @extension{APPLE,vertex_array_object} (part of OpenGL 3.0), OpenGL ES 3.0 or @es_extension{OES,vertex_array_object} on OpenGL ES 2.0 is supported, VAOs are used instead of binding the buffers and specifying vertex attribute pointers -in each draw() call. The engine tracks currently bound VAO to avoid +in each @ref draw() call. The engine tracks currently bound VAO to avoid unnecessary calls to @fn_gl{BindVertexArray}. %Mesh limits and implementation-defined values (such as @ref maxVertexAttributes()) are cached, so repeated queries don't result in repeated @fn_gl{Get} calls. @@ -410,8 +410,8 @@ class MAGNUM_EXPORT Mesh: public AbstractObject { /** * @brief OpenGL mesh ID * - * If @extension{APPLE,vertex_array_object} is not available, returns - * `0`. + * If @extension{APPLE,vertex_array_object} (part of OpenGL 3.0) is not + * available, returns `0`. */ GLuint id() const { return _id; } @@ -590,7 +590,7 @@ class MAGNUM_EXPORT Mesh: public AbstractObject { * * Prefer to use @ref setIndexBuffer(Buffer&, GLintptr, IndexType, UnsignedInt, UnsignedInt) * for better performance. - * @see setIndexCount(), MeshTools::compressIndices(), + * @see @ref setIndexCount(), @ref MeshTools::compressIndices(), * @fn_gl{BindVertexArray}, @fn_gl{BindBuffer} (if * @extension{APPLE,vertex_array_object} is available) */ diff --git a/src/MeshView.h b/src/MeshView.h index cc7c38b4e..8804b3227 100644 --- a/src/MeshView.h +++ b/src/MeshView.h @@ -25,7 +25,7 @@ */ /** @file - * @brief Class Magnum::MeshView + * @brief Class @ref Magnum::MeshView */ #include "Magnum.h" @@ -42,10 +42,10 @@ index count and offset. It is then possible to reuse one mesh buffer configuration for different views. %Mesh primitive, index type, attribute bindings and attached buffers are reused from original mesh. -The same rules as in Mesh apply, i.e. if the view has non-zero index count, it -is treated as indexed mesh, otherwise it is treated as non-indexed mesh. If -both index and vertex count is zero, the view is treated as empty and no draw -commands are issued when calling draw(). +The same rules as in @ref Mesh apply, i.e. if the view has non-zero index +count, it is treated as indexed mesh, otherwise it is treated as non-indexed +mesh. If both index and vertex count is zero, the view is treated as empty and +no draw commands are issued when calling @ref draw(). You must ensure that the original mesh remains available for whole view lifetime.