From e23dd3b5b5f70669cbb8208e905d91fb67259c5c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Tue, 27 Feb 2018 19:57:53 +0100 Subject: [PATCH] Doc++ --- doc/shaders.dox | 2 +- src/Magnum/AbstractShaderProgram.h | 6 +++--- src/Magnum/Attribute.h | 4 ++-- src/Magnum/Buffer.h | 2 +- src/Magnum/CubeMapTexture.h | 4 ++-- src/Magnum/DefaultFramebuffer.h | 4 ++-- src/Magnum/RectangleTexture.h | 2 +- src/Magnum/Text/Renderer.h | 4 ++-- 8 files changed, 14 insertions(+), 14 deletions(-) diff --git a/doc/shaders.dox b/doc/shaders.dox index bb16fcad1..f8dd5564f 100644 --- a/doc/shaders.dox +++ b/doc/shaders.dox @@ -64,7 +64,7 @@ Each shader then has its own set of configuration functions. Some configuration is static, specified commonly as flags in constructor, directly affecting compiled shader code. Other configuration is specified through uniforms and various binding points, commonly exposed through various setters. Example -configuration and rendering using @ref Shaders::Phong : +configuration and rendering using @link Shaders::Phong @endlink: @snippet MagnumShaders.cpp shaders-rendering diff --git a/src/Magnum/AbstractShaderProgram.h b/src/Magnum/AbstractShaderProgram.h index 5a7f22a2c..883818d55 100644 --- a/src/Magnum/AbstractShaderProgram.h +++ b/src/Magnum/AbstractShaderProgram.h @@ -357,9 +357,9 @@ setting functions as needed. After setting up required parameters call @section AbstractShaderProgram-types Mapping between GLSL and Magnum types -See @ref types for more information, only types with GLSL equivalent can be used -(and their super- or subclasses with the same size and underlying type). See -also @ref Attribute::DataType enum for additional type options. +See @ref types for more information, only types with GLSL equivalent can be +used (and their super- or subclasses with the same size and underlying type). +See also @ref Attribute::DataType enum for additional type options. @requires_gl30 Extension @extension{EXT,gpu_shader4} is required when using integer attributes (i.e. @ref UnsignedInt, @ref Int, @ref Vector2ui, diff --git a/src/Magnum/Attribute.h b/src/Magnum/Attribute.h index e6aded261..407f7d332 100644 --- a/src/Magnum/Attribute.h +++ b/src/Magnum/Attribute.h @@ -52,8 +52,8 @@ Template parameter @p T is the type which is used for shader attribute, e.g. vertex buffers to mesh. By default it is the same as type used in shader (e.g. @ref DataType::Int for @ref Vector4i). It's also possible to pass integer data to floating-point shader inputs. In this case you may want to normalize the -values (e.g. color components from @cpp 0 @ce -- @cpp 255 @ce to @cpp 0.0f @ce -- @cpp 1.0f @ce) ---- see @ref DataOption::Normalized. +values (e.g. color components from @cpp 0 @ce -- @cpp 255 @ce to @cpp 0.0f @ce +-- @cpp 1.0f @ce) --- see @ref DataOption::Normalized. Only some types are allowed as attribute types, see @ref AbstractShaderProgram-types for more information. diff --git a/src/Magnum/Buffer.h b/src/Magnum/Buffer.h index 5ff20cff3..1d38baa03 100644 --- a/src/Magnum/Buffer.h +++ b/src/Magnum/Buffer.h @@ -150,7 +150,7 @@ more information about automatic conversions etc. @snippet Magnum.cpp Buffer-setdata There is also overload for array-like containers from STL, such as -@ref std::vector or @ref std::array "std::array": +@ref std::vector or @link std::array @endlink: @snippet Magnum.cpp Buffer-setdata-stl diff --git a/src/Magnum/CubeMapTexture.h b/src/Magnum/CubeMapTexture.h index 23abf7e86..407cee55c 100644 --- a/src/Magnum/CubeMapTexture.h +++ b/src/Magnum/CubeMapTexture.h @@ -74,8 +74,8 @@ data from e.g. set of Image objects: @snippet Magnum.cpp CubeMapTexture-usage -In shader, the texture is used via @cpp samplerCube @ce, @cpp samplerCubeShadow @ce, -@cpp isamplerCube @ce or @cpp usamplerCube @ce. Unlike in classic textures, +In shader, the texture is used via @glsl samplerCube @ce, @glsl samplerCubeShadow @ce, +@glsl isamplerCube @ce or @glsl usamplerCube @ce. Unlike in classic textures, coordinates for cube map textures is signed three-part vector from the center of the cube, which intersects one of the six sides of the cube map. See @ref AbstractShaderProgram for more information about usage in shaders. diff --git a/src/Magnum/DefaultFramebuffer.h b/src/Magnum/DefaultFramebuffer.h index db03c36e9..0bf874d0f 100644 --- a/src/Magnum/DefaultFramebuffer.h +++ b/src/Magnum/DefaultFramebuffer.h @@ -55,8 +55,8 @@ implementation, for example: @snippet Magnum-framebuffer.cpp DefaultFramebuffer-usage-clear -See documentation of particular functions and @ref Framebuffer documentation for -more involved usage, usage of non-default or multiple framebuffers. +See documentation of particular functions and @ref Framebuffer documentation +for more involved usage, usage of non-default or multiple framebuffers. @section DefaultFramebuffer-performance-optimizations Performance optimizations diff --git a/src/Magnum/RectangleTexture.h b/src/Magnum/RectangleTexture.h index 78d37af4c..b81581b0a 100644 --- a/src/Magnum/RectangleTexture.h +++ b/src/Magnum/RectangleTexture.h @@ -50,7 +50,7 @@ data from e.g. @ref Image2D. Example configuration: @snippet Magnum.cpp RectangleTexture-usage -In shader, the texture is used via @glsl sampler2DRect @ce, +In a shader, the texture is used via @glsl sampler2DRect @ce, @glsl sampler2DRectShadow @ce, @glsl isampler2DRect @ce or @glsl usampler2DRect @ce. See @ref AbstractShaderProgram documentation for more information about usage in shaders. diff --git a/src/Magnum/Text/Renderer.h b/src/Magnum/Text/Renderer.h index 342271342..8488ee730 100644 --- a/src/Magnum/Text/Renderer.h +++ b/src/Magnum/Text/Renderer.h @@ -180,8 +180,8 @@ mesh: @snippet MagnumText.cpp Renderer-usage1 -See @ref render(AbstractFont&, const GlyphCache&, Float, const std::string&, Alignment) and -@ref render(AbstractFont&, const GlyphCache&, Float, const std::string&, Buffer&, Buffer&, BufferUsage, Alignment) +See @ref render(AbstractFont&, const GlyphCache&, Float, const std::string&, Alignment) +and @ref render(AbstractFont&, const GlyphCache&, Float, const std::string&, Buffer&, Buffer&, BufferUsage, Alignment) for more information. While this method is sufficient for one-shot rendering of static texts, for