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pull/284/head
Vladimír Vondruš 8 years ago
parent
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799d9b80db
  1. 2
      doc/transformations.dox
  2. 1
      src/Magnum/Audio/al-info.cpp
  3. 1
      src/Magnum/Platform/gl-info.cpp
  4. 8
      src/Magnum/Shaders/Phong.h
  5. 1
      src/Magnum/Text/fontconverter.cpp
  6. 1
      src/Magnum/TextureTools/distancefieldconverter.cpp
  7. 1
      src/Magnum/Trade/imageconverter.cpp

2
doc/transformations.dox

@ -29,7 +29,7 @@ namespace Magnum {
@tableofcontents
@m_footernavigation
@m_keyword{Transformations}
@m_keywords{Transformations}
Transformations are essential operations involved in scene management --- object
relations, hierarchies, animations etc. They extend basic vectors and matrices

1
src/Magnum/Audio/al-info.cpp

@ -33,6 +33,7 @@ namespace Magnum {
@brief Displays information about Magnum OpenAL capabilities
@m_footernavigation
@m_keywords{magnum-al-info al-info}
@m_div{m-button m-primary} <a href="http://magnum.graphics/showcase/magnum-al-info/">@m_div{m-big}Live web version @m_enddiv @m_div{m-small} uses WebAssembly & WebAudio @m_enddiv </a> @m_enddiv

1
src/Magnum/Platform/gl-info.cpp

@ -84,6 +84,7 @@ namespace Magnum {
@brief Displays information about Magnum engine OpenGL capabilities
@m_footernavigation
@m_keywords{magnum-gl-info gl-info}
@m_div{m-button m-primary} <a href="http://magnum.graphics/showcase/magnum-info/">@m_div{m-big}Live web version @m_enddiv @m_div{m-small} uses WebAssembly & WebGL @m_enddiv </a> @m_enddiv

8
src/Magnum/Shaders/Phong.h

@ -88,10 +88,10 @@ platforms. With proper depth sorting and blending you'll usually get much
better performance and output quality.
For general alpha-masked drawing you need to provide ambient texture with alpha
channel and set alpha channel of diffuse/specular color to `0.0f` so only
ambient alpha will be taken into account. If you have diffuse texture combined
with the alpha mask, you can use that texture for both ambient and diffuse
part and then separate the alpha like this:
channel and set alpha channel of diffuse/specular color to @cpp 0.0f @ce so
only ambient alpha will be taken into account. If you have diffuse texture
combined with the alpha mask, you can use that texture for both ambient and
diffuse part and then separate the alpha like this:
@snippet MagnumShaders.cpp Phong-usage-alpha

1
src/Magnum/Text/fontconverter.cpp

@ -61,6 +61,7 @@ namespace Magnum {
@brief Converts font to raster one of given atlas size
@m_footernavigation
@m_keywords{magnum-fontconverter fontconverter}
This utility is built if both `WITH_TEXT` and `WITH_FONTCONVERTER` is enabled
when building Magnum. To use this utility with CMake, you need to request the

1
src/Magnum/TextureTools/distancefieldconverter.cpp

@ -66,6 +66,7 @@ namespace Magnum {
@brief Converts red channel of an image to distance field representation
@m_footernavigation
@m_keywords{magnum-distancefieldconverter distancefieldconverter}
This utility is built if both `WITH_TEXTURETOOLS` and
`WITH_DISTANCEFIELDCONVERTER` is enabled when building Magnum. To use this

1
src/Magnum/Trade/imageconverter.cpp

@ -38,6 +38,7 @@ namespace Magnum {
@brief Converts images of different formats
@m_footernavigation
@m_keywords{magnum-imageconverter imageconverter}
This utility is built if both `WITH_TRADE` and `WITH_IMAGECONVERTER` is enabled
when building Magnum. To use this utility with CMake, you need to request the

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