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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 */ /** @brief Vertex position */
typedef typename Generic<dimensions>::Position Position; typedef typename Generic<dimensions>::Position Position;
/** @brief %Texture coordinates */ /** @brief Texture coordinates */
typedef typename Generic<dimensions>::TextureCoordinates TextureCoordinates; typedef typename Generic<dimensions>::TextureCoordinates TextureCoordinates;
#ifdef MAGNUM_BUILD_DEPRECATED #ifdef MAGNUM_BUILD_DEPRECATED
enum: Int { enum: Int {
/** /**
* %Vector texture binding unit * Vector texture binding unit
* @deprecated Use @ref Magnum::Shaders::AbstractVector::setVectorTexture() "setVectorTexture()" instead. * @deprecated Use @ref Magnum::Shaders::AbstractVector::setVectorTexture() "setVectorTexture()" instead.
*/ */
VectorTextureLayer = 16 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 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 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; typedef typename Generic<dimensions>::Position Position;
/** /**
* @brief %Texture coordinates * @brief Texture coordinates
* *
* Used only if @ref Flag::Textured is set. * 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 #ifdef DOXYGEN_GENERATING_OUTPUT
/** /**
* @brief %Flag * @brief Flag
* *
* @see @ref Flags, @ref flags() * @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() * @see @ref flags()
*/ */
@ -105,11 +105,11 @@ template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT Flat: public Abstra
/** /**
* @brief Constructor * @brief Constructor
* @param flags %Flags * @param flags Flags
*/ */
explicit Flat(Flags flags = Flags()); explicit Flat(Flags flags = Flags());
/** @brief %Flags */ /** @brief Flags */
Flags flags() const { return _flags; } Flags flags() const { return _flags; }
/** /**

6
src/Magnum/Shaders/Generic.h

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

12
src/Magnum/Shaders/MeshVisualizer.h

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

12
src/Magnum/Shaders/Phong.h

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

2
src/Magnum/Shaders/Vector.h

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

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