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pull/55/merge
Vladimír Vondruš 12 years ago
parent
commit
e4f7d0bb52
  1. 2
      doc/building.dox
  2. 14
      src/Magnum/AbstractShaderProgram.h
  3. 5
      src/Magnum/DebugTools/ForceRenderer.h
  4. 2
      src/Magnum/Math/Angle.h
  5. 10
      src/Magnum/Shader.h

2
doc/building.dox

@ -494,7 +494,7 @@ or `update-job`).
Build is done using **Ninja** build system and everything possible is enabled, Build is done using **Ninja** build system and everything possible is enabled,
thus you need also **SDL2**, **GLUT** and **OpenAL** libraries. It expects that thus you need also **SDL2**, **GLUT** and **OpenAL** libraries. It expects that
**GCC** >=4.8.2, 4.7 and **Clang** are installed and there are **OpenGL**, **GCC** >= 4.8.1, 4.7 and **Clang** are installed and there are **OpenGL**,
**OpenGL ES 2.0** and **OpenGL ES 3.0** librares as it tries to compile the **OpenGL ES 2.0** and **OpenGL ES 3.0** librares as it tries to compile the
library with every combination of them. You can add/remove the axes in library with every combination of them. You can add/remove the axes in
`axes/hudson.matrix.TextAxis` or via the web interface later. `axes/hudson.matrix.TextAxis` or via the web interface later.

14
src/Magnum/AbstractShaderProgram.h

@ -311,10 +311,11 @@ also @ref Attribute::DataType enum for additional type options.
%Shader limits (such as @ref maxVertexAttributes()) are cached, so repeated %Shader limits (such as @ref maxVertexAttributes()) are cached, so repeated
queries don't result in repeated @fn_gl{Get} calls. queries don't result in repeated @fn_gl{Get} calls.
If extension @extension{ARB,separate_shader_objects} (part of OpenGL 4.1) or If extension @extension{ARB,separate_shader_objects} (part of OpenGL 4.1),
@extension{EXT,direct_state_access} is available, uniform setting functions @extension{EXT,direct_state_access} or @es_extension{EXT,separate_shader_objects}
use DSA functions to avoid unnecessary calls to @fn_gl{UseProgram}. See on OpenGL ES is available, uniform setting functions use DSA functions to avoid
@ref setUniform() documentation for more information. unnecessary calls to @fn_gl{UseProgram}. See @ref setUniform() documentation
for more information.
To achieve least state changes, set all uniforms in one run -- method chaining To achieve least state changes, set all uniforms in one run -- method chaining
comes in handy. comes in handy.
@ -723,8 +724,9 @@ class MAGNUM_EXPORT AbstractShaderProgram: public AbstractObject {
* @param values Values * @param values Values
* *
* If neither @extension{ARB,separate_shader_objects} (part of OpenGL * If neither @extension{ARB,separate_shader_objects} (part of OpenGL
* 4.1) nor @extension{EXT,direct_state_access} is available, the * 4.1) nor @extension{EXT,direct_state_access} nor
* shader is marked for use before the operation. * @es_extension{EXT,separate_shader_objects} (on OpenGL ES) is
* available, the shader is marked for use before the operation.
* @see @ref setUniform(Int, const T&), @fn_gl{UseProgram}, @fn_gl{Uniform} * @see @ref setUniform(Int, const T&), @fn_gl{UseProgram}, @fn_gl{Uniform}
* or @fn_gl{ProgramUniform}/@fn_gl_extension{ProgramUniform,EXT,direct_state_access}. * or @fn_gl{ProgramUniform}/@fn_gl_extension{ProgramUniform,EXT,direct_state_access}.
*/ */

5
src/Magnum/DebugTools/ForceRenderer.h

@ -119,7 +119,10 @@ template<UnsignedInt dimensions> class MAGNUM_DEBUGTOOLS_EXPORT ForceRenderer: p
*/ */
explicit ForceRenderer(SceneGraph::AbstractObject<dimensions, Float>& object, const VectorTypeFor<dimensions, Float>& forcePosition, const VectorTypeFor<dimensions, Float>& force, ResourceKey options = ResourceKey(), SceneGraph::DrawableGroup<dimensions, Float>* drawables = nullptr); explicit ForceRenderer(SceneGraph::AbstractObject<dimensions, Float>& object, const VectorTypeFor<dimensions, Float>& forcePosition, const VectorTypeFor<dimensions, Float>& force, ResourceKey options = ResourceKey(), SceneGraph::DrawableGroup<dimensions, Float>* drawables = nullptr);
/** @overload */ /**
* You have to pass reference to existing force instance, as the
* renderer uses the current value when rendering.
*/
ForceRenderer(SceneGraph::AbstractObject<dimensions, Float>&, const VectorTypeFor<dimensions, Float>&, VectorTypeFor<dimensions, Float>&&, ResourceKey = ResourceKey(), SceneGraph::DrawableGroup<dimensions, Float>* = nullptr) = delete; ForceRenderer(SceneGraph::AbstractObject<dimensions, Float>&, const VectorTypeFor<dimensions, Float>&, VectorTypeFor<dimensions, Float>&&, ResourceKey = ResourceKey(), SceneGraph::DrawableGroup<dimensions, Float>* = nullptr) = delete;
private: private:

2
src/Magnum/Math/Angle.h

@ -171,7 +171,6 @@ Float tangent = Math::tan(60.0_degf); // tangent = 1.732f
Float tangent = Math::tan(1.047_radf); // tangent = 1.732f Float tangent = Math::tan(1.047_radf); // tangent = 1.732f
@endcode @endcode
@see Magnum::operator""_degf(), operator""_deg(), operator""_radf() @see Magnum::operator""_degf(), operator""_deg(), operator""_radf()
@requires_gl Only single-precision types are available in OpenGL ES.
@todoc Make references explicit when Doxygen can link to operator"" @todoc Make references explicit when Doxygen can link to operator""
*/ */
constexpr Deg<Float> operator "" _degf(long double value) { return Deg<Float>(value); } constexpr Deg<Float> operator "" _degf(long double value) { return Deg<Float>(value); }
@ -213,6 +212,7 @@ template<class T> class Rad: public Unit<Rad, T> {
See operator""_rad() for more information. See operator""_rad() for more information.
@see Magnum::operator""_rad(), operator""_radf(), operator""_deg() @see Magnum::operator""_rad(), operator""_radf(), operator""_deg()
@requires_gl Only single-precision types are available in OpenGL ES.
@todoc Make references explicit when Doxygen can link to operator"" @todoc Make references explicit when Doxygen can link to operator""
*/ */
constexpr Rad<Double> operator "" _rad(long double value) { return Rad<Double>(value); } constexpr Rad<Double> operator "" _rad(long double value) { return Rad<Double>(value); }

10
src/Magnum/Shader.h

@ -362,11 +362,11 @@ class MAGNUM_EXPORT Shader: public AbstractObject {
* `0`. * `0`.
* @see @ref maxCombinedTextureImageUnits(), * @see @ref maxCombinedTextureImageUnits(),
* @fn_gl{Get} with @def_gl{MAX_VERTEX_TEXTURE_IMAGE_UNITS}, * @fn_gl{Get} with @def_gl{MAX_VERTEX_TEXTURE_IMAGE_UNITS},
* @fn_gl{MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS}, * @def_gl{MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS},
* @fn_gl{MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS}, * @def_gl{MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS},
* @fn_gl{MAX_GEOMETRY_TEXTURE_IMAGE_UNITS}, * @def_gl{MAX_GEOMETRY_TEXTURE_IMAGE_UNITS},
* @fn_gl{MAX_COMPUTE_TEXTURE_IMAGE_UNITS}, * @def_gl{MAX_COMPUTE_TEXTURE_IMAGE_UNITS},
* @fn_gl{MAX_TEXTURE_IMAGE_UNITS} * @def_gl{MAX_TEXTURE_IMAGE_UNITS}
*/ */
static Int maxTextureImageUnits(Type type); static Int maxTextureImageUnits(Type type);

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