Browse Source

Feature and other documentation update.

pull/279/head
Vladimír Vondruš 14 years ago
parent
commit
774e0cb362
  1. 12
      README.md
  2. 8
      doc/Building.dox
  3. 17
      doc/MainPage.dox

12
README.md

@ -1,11 +1,17 @@
Magnum is 3D graphics engine written in C++11 and OpenGL 3 Core Profile. Magnum is 3D graphics engine written in C++11 and OpenGL 3 Core Profile.
Features: Features:
* Easy-to-use templated mathematical library for matrix/vector calculations. * Easy-to-use templated mathematical library for matrix/vector calculations
and geometry.
* Hierarchical scene graph which supports transformation caching for better * Hierarchical scene graph which supports transformation caching for better
performance, classes for convenient usage of shaders, buffers and textures. performance, classes for convenient usage of shaders, buffers and textures.
* Mesh tools for cleaning, optimizing and generating meshes. Collection of Access to framebuffer and occlusion queries.
pre-made graphic primitives and shaders for testing purposes. * Physics library for collision detection and rigid body dynamics. Mesh tools
for cleaning, optimizing and generating meshes.
* Plugin-based data exchange framework for importing image, mesh, material
and scene data in various formats.
* Collection of pre-made graphic primitives and shaders for testing purposes.
* Classes for easy creation of OpenGL context with various toolkits.
* Comprehensive use of C++11 features for safety, performance and ease of * Comprehensive use of C++11 features for safety, performance and ease of
development. All code which doesn't directly interact with OpenGL is development. All code which doesn't directly interact with OpenGL is
covered with unit tests. covered with unit tests.

8
doc/Building.dox

@ -1,4 +1,4 @@
/** @page Building Building %Magnum /** @page Building Building
%Magnum can be built either @ref BuildingCompilation "manually" or using %Magnum can be built either @ref BuildingCompilation "manually" or using
already prepared packaging files, currently only already prepared packaging files, currently only
@ -40,9 +40,9 @@ in build directory. Everything should pass ;-)
@subsection BuildingDoc Building documentation @subsection BuildingDoc Building documentation
The documentation (which you are currently reading) is written in **Doxygen** The documentation (which you are currently reading) is written in **Doxygen**
(preferrably 1.8 with Markdown support, but older versions should do good job (version 1.8 with Markdown support is used, but older versions should do good
too) and additionally uses **Graphviz** for class diagrams. The documentation job too) and additionally uses **Graphviz** for class diagrams and **TeX**
can be build by running for math formulas. The documentation can be build by running
doxygen doxygen

17
doc/MainPage.dox

@ -5,14 +5,21 @@ namespace Magnum {
Features: Features:
- Easy-to-use templated @ref Math "mathematical library" for matrix/vector - Easy-to-use templated @ref Math "mathematical library" for matrix/vector
calculations. calculations and @ref Math::Geometry "geometry".
- Hierarchical @ref Scene "scene graph" which supports transformation caching - Hierarchical @ref Object "scene graph" which supports transformation caching
for better performance, classes for convenient usage of for better performance, classes for convenient usage of
@ref AbstractShaderProgram "shaders", @ref Buffer "buffers" and @ref AbstractShaderProgram "shaders", @ref Buffer "buffers" and
@ref Texture "textures". @ref AbstractTexture "textures". Access to @ref Framebuffer "framebuffer"
- @ref MeshTools "Mesh tools" for cleaning, optimizing and generating meshes. and @ref AbstractQuery "occlusion queries".
Collection of pre-made @ref Primitives "graphic primitives" and - @ref Physics "Physics library" for collision detection and rigid body
dynamics, @ref MeshTools "Mesh tools" for cleaning, optimizing and
generating meshes.
- Plugin-based @ref Trade "data exchange framework" for importing image, mesh,
material and scene data in various formats.
- Collection of pre-made @ref Primitives "graphic primitives" and
@ref Shaders "shaders" for testing purposes. @ref Shaders "shaders" for testing purposes.
- Classes for easy creation of OpenGL context with @ref Contexts
"various toolkits".
- Comprehensive use of C++11 features for safety, performance and ease of - Comprehensive use of C++11 features for safety, performance and ease of
development. All code which doesn't directly interact with OpenGL is development. All code which doesn't directly interact with OpenGL is
covered with unit tests. covered with unit tests.

Loading…
Cancel
Save