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Shaders: removed autolink-preventing % noise.

pull/77/head
Vladimír Vondruš 12 years ago
parent
commit
a8a378316f
  1. 4
      src/Magnum/Shaders/AbstractVector.h
  2. 12
      src/Magnum/Shaders/Flat.h
  3. 6
      src/Magnum/Shaders/Generic.h
  4. 12
      src/Magnum/Shaders/MeshVisualizer.h
  5. 12
      src/Magnum/Shaders/Phong.h
  6. 2
      src/Magnum/Shaders/Vector.h

4
src/Magnum/Shaders/AbstractVector.h

@ -43,13 +43,13 @@ template<UnsignedInt dimensions> class AbstractVector: public AbstractShaderProg
/** @brief Vertex position */
typedef typename Generic<dimensions>::Position Position;
/** @brief %Texture coordinates */
/** @brief Texture coordinates */
typedef typename Generic<dimensions>::TextureCoordinates TextureCoordinates;
#ifdef MAGNUM_BUILD_DEPRECATED
enum: Int {
/**
* %Vector texture binding unit
* Vector texture binding unit
* @deprecated Use @ref Magnum::Shaders::AbstractVector::setVectorTexture() "setVectorTexture()" instead.
*/
VectorTextureLayer = 16

12
src/Magnum/Shaders/Flat.h

@ -44,7 +44,7 @@ namespace Implementation {
}
/**
@brief %Flat shader
@brief Flat shader
Draws whole mesh with given unshaded color or texture. For colored mesh you
need to provide @ref Position attribute in your triangle mesh and call at least
@ -65,7 +65,7 @@ template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT Flat: public Abstra
typedef typename Generic<dimensions>::Position Position;
/**
* @brief %Texture coordinates
* @brief Texture coordinates
*
* Used only if @ref Flag::Textured is set.
*/
@ -84,7 +84,7 @@ template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT Flat: public Abstra
#ifdef DOXYGEN_GENERATING_OUTPUT
/**
* @brief %Flag
* @brief Flag
*
* @see @ref Flags, @ref flags()
*/
@ -93,7 +93,7 @@ template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT Flat: public Abstra
};
/**
* @brief %Flags
* @brief Flags
*
* @see @ref flags()
*/
@ -105,11 +105,11 @@ template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT Flat: public Abstra
/**
* @brief Constructor
* @param flags %Flags
* @param flags Flags
*/
explicit Flat(Flags flags = Flags());
/** @brief %Flags */
/** @brief Flags */
Flags flags() const { return _flags; }
/**

6
src/Magnum/Shaders/Generic.h

@ -34,7 +34,7 @@
namespace Magnum { namespace Shaders {
/**
@brief %Generic shader definition
@brief Generic shader definition
Definitions common for majority of shaders in @ref Shaders namespace, allowing
mesh configured for the generic shader to be used with any of them.
@ -82,10 +82,10 @@ template<UnsignedInt dimensions> struct Generic {
};
#endif
/** @brief %Generic 2D shader definition */
/** @brief Generic 2D shader definition */
typedef Generic<2> Generic2D;
/** @brief %Generic 3D shader definition */
/** @brief Generic 3D shader definition */
typedef Generic<3> Generic3D;
#ifndef DOXYGEN_GENERATING_OUTPUT

12
src/Magnum/Shaders/MeshVisualizer.h

@ -38,7 +38,7 @@
namespace Magnum { namespace Shaders {
/**
@brief %Mesh visualization shader
@brief Mesh visualization shader
Uses geometry shader to visualize wireframe. You need to provide @ref Position
attribute in your triangle mesh and call at least @ref setTransformationProjectionMatrix()
@ -51,7 +51,7 @@ either using geometry shaders or with help of additional vertex information.
If you have geometry shaders available, you don't need to do anything else.
@requires_gl32 %Extension @extension{ARB,geometry_shader4} for wireframe
@requires_gl32 Extension @extension{ARB,geometry_shader4} for wireframe
rendering using geometry shaders.
If you don't have geometry shaders, you need to set @ref Flag::NoGeometryShader
@ -60,7 +60,7 @@ meshes (see @ref MeshTools::duplicate() for possible solution). Additionaly, if
you have OpenGL < 3.1 or OpenGL ES 2.0, you need to provide also
@ref VertexIndex attribute.
@requires_es_extension %Extension @extension{OES,standard_derivatives} for
@requires_es_extension Extension @extension{OES,standard_derivatives} for
wireframe rendering.
@todo Understand and add support wireframe width/smoothness without GS
@ -81,7 +81,7 @@ class MAGNUM_SHADERS_EXPORT MeshVisualizer: public AbstractShaderProgram {
typedef Attribute<3, Float> VertexIndex;
/**
* @brief %Flag
* @brief Flag
*
* @see @ref Flags, @ref MeshVisualizer()
*/
@ -105,12 +105,12 @@ class MAGNUM_SHADERS_EXPORT MeshVisualizer: public AbstractShaderProgram {
NoGeometryShader = 1 << 1
};
/** @brief %Flags */
/** @brief Flags */
typedef Containers::EnumSet<Flag> Flags;
/**
* @brief Constructor
* @param flags %Flags
* @param flags Flags
*/
explicit MeshVisualizer(Flags flags = Flags());

12
src/Magnum/Shaders/Phong.h

@ -37,7 +37,7 @@
namespace Magnum { namespace Shaders {
/**
@brief %Phong shader
@brief Phong shader
Uses ambient, diffuse and specular color or texture. For colored mesh you need
to provide @ref Position and @ref Normal attributes in your triangle mesh and
@ -55,7 +55,7 @@ class MAGNUM_SHADERS_EXPORT Phong: public AbstractShaderProgram {
typedef Generic3D::Normal Normal; /**< @brief Normal direction */
/**
* @brief %Texture coordinates
* @brief Texture coordinates
*
* Used only if one of @ref Flag::AmbientTexture, @ref Flag::DiffuseTexture
* or @ref Flag::SpecularTexture is set.
@ -91,7 +91,7 @@ class MAGNUM_SHADERS_EXPORT Phong: public AbstractShaderProgram {
#endif
/**
* @brief %Flag
* @brief Flag
*
* @see @ref Flags, @ref flags()
*/
@ -102,7 +102,7 @@ class MAGNUM_SHADERS_EXPORT Phong: public AbstractShaderProgram {
};
/**
* @brief %Flags
* @brief Flags
*
* @see @ref flags()
*/
@ -110,11 +110,11 @@ class MAGNUM_SHADERS_EXPORT Phong: public AbstractShaderProgram {
/**
* @brief Constructor
* @param flags %Flags
* @param flags Flags
*/
explicit Phong(Flags flags = Flags());
/** @brief %Flags */
/** @brief Flags */
Flags flags() const { return _flags; }
/**

2
src/Magnum/Shaders/Vector.h

@ -39,7 +39,7 @@
namespace Magnum { namespace Shaders {
/**
@brief %Vector shader
@brief Vector shader
Renders vector art in plain grayscale form. See also @ref DistanceFieldVector
for more advanced effects. For rendering unchanged texture you can use the

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