Commit ae51926f authored by Christopher Tenter's avatar Christopher Tenter
Browse files

Added doxygen param descriptions

git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@11655 383ad7c9-94d9-4d36-a494-682f7c89f535
parent a794c2d0
......@@ -113,8 +113,8 @@ private:
float n[3]; /*!< normal vector */
// float tan[4]; /*!< tangent vector + parity */
unsigned int vcol; /*!< per vertex color */
unsigned int fcol; /*!< per face color */
unsigned int vcol; /*!< per vertex color */
unsigned int fcol; /*!< per face color */
int equals(const Vertex& r);
};
......@@ -184,7 +184,7 @@ public:
unsigned int getNumVerts() const {return numVerts_;}
unsigned int getNumSubsets() const {return numSubsets_;}
// The UpdateX functions give a hint on what to update.
// The updateX functions give a hint on what to update.
// may perform a full rebuild internally!
/** \brief request an update for the mesh topology
......@@ -218,7 +218,7 @@ public:
/** \brief get the name of the texture index property
*
* @return
* @return name of the texture index property
*/
const std::string& getTextureIndexPropertyName() const { return textureIndexPropertyName_; };
......@@ -236,7 +236,7 @@ public:
*
* If this function returns true, a per face per vertex texture array is available
*
* @return
* @return zero if not available, nonzero otherwise
*/
int perFaceTextureCoordinateAvailable();
......@@ -245,7 +245,7 @@ public:
* If this function returns true, the strip processor will respect textures during strip generation.
* Each returned strip has than an index that has to be used as a texture index during strip rendering.
*
* @return
* @return zero if not available, nonzero otherwise
*/
int perFaceTextureIndexAvailable();
......@@ -262,8 +262,8 @@ private:
*
* (only operates on indices)
*
* @param _dstIndexBuf
* @param _maxFaceVertexCount
* @param _dstIndexBuf [in] pointer to the resulting index buffer
* @param _maxFaceVertexCount maximum number of vertices per face seen in mesh_
*
* @return # of triangles, also fills triToFaceMap_
*/
......@@ -271,18 +271,18 @@ private:
/** \brief create the big 3 * NumTris vertex buffer
*
* @param _dstVertexBuf
* @param _dstVertexMap
* @param _indexBuf
* @param _dstVertexBuf [out] pointer to the resulting vertex buffer
* @param _dstVertexMap [out] pointer to the resulting vertex map
* @param _indexBuf [in] pointer to the original index buffer, which is not needed anymore after this call
*/
void createBigVertexBuf(Vertex* _dstVertexBuf, unsigned int* _dstVertexMap, const unsigned int* _indexBuf);
/** \brief
/** \brief reads a vertex from mesh_ and write it to _pDst
*
* @param _pDst
* @param _vh
* @param _hh
* @param _fh
* @param _pDst [out] pointer to the resulting vertex
* @param _vh mesh vertex handle to read from
* @param _hh corresponding halfedge handle of this vertex
* @param _fh corresponding face handle of this vertex
*/
void readVertex(Vertex* _pDst,
typename Mesh::VertexHandle _vh,
......@@ -296,11 +296,11 @@ private:
/** \brief minimize the big vertex buffer
*
* @param _dstVertexBuf
* @param _srcVertexBuf
* @param _dstIndexBuf
* @param _dstVertexMap
* @param _srcVertexMap
* @param _dstVertexBuf [out] pointer to the resulting vertex buffer
* @param _srcVertexBuf [in] pointer to the big vertex buffer
* @param _dstIndexBuf [out] pointer to the resutling index buffer
* @param _dstVertexMap [out] pointer to the resulting vertex map (new -> old vertex)
* @param _srcVertexMap [in] pointer to the previously used vertex map (new -> old vertex)
* @return new #vertices
*/
unsigned int weldVertices(Vertex* _dstVertexBuf,
......@@ -316,8 +316,8 @@ private:
*
* _dstIndexBuf and _srcIndexBuf must be different!
*
* @param _dstIndexBuf
* @param _srcIndexBuf
* @param _dstIndexBuf [out] pointer to the resulting index buffer
* @param _srcIndexBuf [in] pointer to the index buffer about to be sorted
*/
void sortTrisByMaterial(unsigned int* _dstIndexBuf, const unsigned int* _srcIndexBuf);
......@@ -328,22 +328,22 @@ private:
* SortTrisByMaterial must be called prior!!
* also maintains triToFaceMap_
*
* @param _dstIndexBuf
* @param _srcIndexBuf
* @param _dstIndexBuf [out] pointer to the resulting index buffer
* @param _srcIndexBuf [in] pointer to the unoptimized index buffer
*/
void optimizeTris(unsigned int* _dstIndexBuf, unsigned int* _srcIndexBuf);
/** \brief optimize vertex layout
*
* for best results, call this after OptimizeTris
* for best results, call this after optimizeTris
* also maintains vertexMap_,
* NOTE: _srcVertexMap is invalid after this call
* _srcVertexBuf != _dstVertexBuf!!
*
* @param _dstVertexBuf
* @param _srcVertexBuf
* @param _inOutIndexBuf
* @param _srcVertexMap
* @param _dstVertexBuf [out] pointer to the resulting vertex buffer
* @param _srcVertexBuf [in] pointer to the source vertex buffer
* @param _inOutIndexBuf [in, out] pointer to the index buffer, altered by this function
* @param _srcVertexMap [in] pointer to the vertex map (new -> old vertex)
*/
void optimizeVerts(Vertex* _dstVertexBuf,
const Vertex* _srcVertexBuf,
......@@ -435,7 +435,7 @@ public:
* Use updatePickingFaces to update the buffer before you render it via
* glColorPointer.
*
* @return
* @return pointer to the per face picking color buffer
*/
ACG::Vec4uc * pickFaceColorBuffer(){ return &(pickFaceColBuf_)[0]; };
......@@ -461,7 +461,7 @@ public:
* This function calls the updatePickingVertices, updatePickingEdges, updatePickingVertices
* functions with an appropriate offset so that the standard arrays will be updated.
*
* @param _state
* @param _state OpenGL state
*/
void updatePickingAny(ACG::GLState& _state );
......@@ -491,7 +491,7 @@ private:
*
* @param _pOutMaxPolyVerts
*
* @return
* @return #triangles
*/
unsigned int countTris(unsigned int* _pOutMaxPolyVerts = 0);
......@@ -594,14 +594,55 @@ private:
public:
//========================================================================
// per edge buffers
/** \brief Update of the buffers
*
* This function will set all per edge buffers to invalid and will force an update
* whe they are requested
*/
void invalidatePerEdgeBuffers() {updatePerEdgeBuffers_ = 1;}
/** \brief Update all per edge drawing buffers
*
* The updated buffers are: vertex buffer ( 2 vertices per edge ), color buffer
*/
void updatePerEdgeBuffers();
/** \brief get a pointer to the per edge vertex buffer
*
* This function will return a pointer to the first element of the vertex buffer.
*/
ACG::Vec3f* perEdgeVertexBuffer();
/** \brief get a pointer to the per edge color buffer
*
* This function will return a pointer to the first element of the color buffer.
*/
ACG::Vec4f* perEdgeColorBuffer();
/** \brief Update of the buffers
*
* This function will set all per edge buffers to invalid and will force an update
* whe they are requested
*/
void invalidatePerHalfedgeBuffers() {updatePerHalfedgeBuffers_ = 1;}
/** \brief Update all per edge drawing buffer
*n
* The updated buffers are: per edge vertex buffer ( 2 vertices per edge )
*/
void updatePerHalfedgeBuffers();
/** \brief get a pointer to the per edge vertex buffer
*
* This function will return a pointer to the first element of the vertex buffer.
*/
ACG::Vec3f* perHalfedgeVertexBuffer();
/** \brief get a pointer to the per edge color buffer
*
* This function will return a pointer to the first element of the color buffer.
*/
ACG::Vec4f* perHalfedgeColorBuffer();
......
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