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Doc++, minor cleanup.

pull/68/head
Vladimír Vondruš 12 years ago
parent
commit
f98b39df4f
  1. 2
      CMakeLists.txt
  2. 21
      doc/cmake.dox
  3. 8
      doc/platform.dox
  4. 2
      src/Magnum/Platform/Implementation/OpenGLFunctionLoader.h

2
CMakeLists.txt

@ -63,7 +63,7 @@ elseif(CORRADE_TARGET_APPLE)
cmake_dependent_option(WITH_WINDOWLESSCGLAPPLICATION "Build WindowlessCglApplication library" OFF "NOT WITH_MAGNUMINFO;NOT WITH_FONTCONVERTER;NOT WITH_DISTANCEFIELDCONVERTER" ON) cmake_dependent_option(WITH_WINDOWLESSCGLAPPLICATION "Build WindowlessCglApplication library" OFF "NOT WITH_MAGNUMINFO;NOT WITH_FONTCONVERTER;NOT WITH_DISTANCEFIELDCONVERTER" ON)
cmake_dependent_option(WITH_CGLCONTEXT "Build CglContext library" OFF "NOT TARGET_GLES" OFF) cmake_dependent_option(WITH_CGLCONTEXT "Build CglContext library" OFF "NOT TARGET_GLES" OFF)
# X11, GLX and EGL-specific application libraries # X11 + GLX/EGL-specific application libraries
elseif(CORRADE_TARGET_UNIX) elseif(CORRADE_TARGET_UNIX)
option(WITH_GLXAPPLICATION "Build GlxApplication library" OFF) option(WITH_GLXAPPLICATION "Build GlxApplication library" OFF)
cmake_dependent_option(WITH_WINDOWLESSGLXAPPLICATION "Build WindowlessGlxApplication library" OFF "NOT WITH_MAGNUMINFO;NOT WITH_FONTCONVERTER;NOT WITH_DISTANCEFIELDCONVERTER" ON) cmake_dependent_option(WITH_WINDOWLESSGLXAPPLICATION "Build WindowlessGlxApplication library" OFF "NOT WITH_MAGNUMINFO;NOT WITH_FONTCONVERTER;NOT WITH_DISTANCEFIELDCONVERTER" ON)

21
doc/cmake.dox

@ -79,16 +79,16 @@ components. The base library depends on %Corrade and OpenGL libraries (or
OpenGL ES libraries). Additional dependencies are specified by the components. OpenGL ES libraries). Additional dependencies are specified by the components.
The optional components are: The optional components are:
- `%Audio` -- Audio library - `%Audio` -- @ref Audio library
- `%DebugTools` -- DebugTools library (depends on `%MeshTools`, - `%DebugTools` -- @ref DebugTools library (depends on `%MeshTools`,
`%Primitives`, `%SceneGraph`, `%Shaders` and `%Shapes` components) `%Primitives`, `%SceneGraph`, `%Shaders` and `%Shapes` components)
- `%MeshTools` -- MeshTools library - `%MeshTools` -- @ref MeshTools library
- `%Primitives` -- Primitives library - `%Primitives` -- @ref Primitives library
- `%SceneGraph` -- SceneGraph library - `%SceneGraph` -- @ref SceneGraph library
- `%Shaders` -- Shaders library - `%Shaders` -- @ref Shaders library
- `%Shapes` -- Shapes library (depends on `%SceneGraph` component) - `%Shapes` -- @ref Shapes library (depends on `%SceneGraph` component)
- `%Text` -- Text library (depends on `%TextureTools` component) - `%Text` -- @ref Text library (depends on `%TextureTools` component)
- `%TextureTools` -- TextureTools library - `%TextureTools` -- @ref TextureTools library
Platform namespace is split into more components: Platform namespace is split into more components:
@ -103,7 +103,8 @@ Platform namespace is split into more components:
- `%WindowlessWglApplication` -- @ref Platform::WindowlessWglApplication "WindowlessWglApplication" - `%WindowlessWglApplication` -- @ref Platform::WindowlessWglApplication "WindowlessWglApplication"
For manual context creation (without application wrappers) there are also For manual context creation (without application wrappers) there are also
platform-specific context libraries: platform-specific context libraries (see @ref platfom-custom for more
information):
- `CglContext` -- CGL context - `CglContext` -- CGL context
- `GlxContext` -- GLX context - `GlxContext` -- GLX context

8
doc/platform.dox

@ -292,11 +292,11 @@ pointer loading using platform-specific APIs. In that case you also need to
find particular `*Context` library, add its include dir and then link to it. find particular `*Context` library, add its include dir and then link to it.
These platform-specific libraries are available: These platform-specific libraries are available:
- `CglContext` -- CGL context - `CglContext` -- CGL context (Mac OS X)
- `GlxContext` -- GLX context - `GlxContext` -- GLX context (X11-based Unix)
- `WglContext` -- WGL context - `WglContext` -- WGL context (Windows)
Systems not listed here (such as Emscripten or NaCl) don't need any Context Systems not listed here (such as Emscripten or NaCl) don't need any `Context`
library, because dynamic function pointer loading is not available on these. library, because dynamic function pointer loading is not available on these.
For example, when you create the OpenGL context using GLX, you need to find For example, when you create the OpenGL context using GLX, you need to find

2
src/Magnum/Platform/Implementation/OpenGLFunctionLoader.h

@ -56,7 +56,7 @@ class OpenGLFunctionLoader {
#elif defined(CORRADE_TARGET_WINDOWS) #elif defined(CORRADE_TARGET_WINDOWS)
HMODULE library; HMODULE library;
/* GLX-specific handles (nothing needed */ /* GLX-specific handles (nothing needed) */
#elif defined(CORRADE_TARGET_UNIX) && defined(MAGNUM_PLATFORM_USE_GLX) #elif defined(CORRADE_TARGET_UNIX) && defined(MAGNUM_PLATFORM_USE_GLX)
/* Otherwise unsupported */ /* Otherwise unsupported */

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