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pull/205/head
Vladimír Vondruš 8 years ago
parent
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e23dd3b5b5
  1. 2
      doc/shaders.dox
  2. 6
      src/Magnum/AbstractShaderProgram.h
  3. 4
      src/Magnum/Attribute.h
  4. 2
      src/Magnum/Buffer.h
  5. 4
      src/Magnum/CubeMapTexture.h
  6. 4
      src/Magnum/DefaultFramebuffer.h
  7. 2
      src/Magnum/RectangleTexture.h
  8. 4
      src/Magnum/Text/Renderer.h

2
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

6
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,

4
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.

2
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

4
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.

4
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

2
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.

4
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

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