Commit f1a764cf authored by Jan Möbius's avatar Jan Möbius
Browse files

More Documentation fixes

git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@18246 383ad7c9-94d9-4d36-a494-682f7c89f535
parent c2cd598d
......@@ -318,11 +318,11 @@ void IRenderer::saveActiveFbo( GLint* _outFboId, GLint* _outViewport ) const
glGetIntegerv(GL_VIEWPORT, _outViewport);
}
void IRenderer::restoreFbo( GLint _fboId, const GLint* _viewport ) const
void IRenderer::restoreFbo( GLint _fboId, const GLint* _outViewport ) const
{
glBindFramebuffer(GL_FRAMEBUFFER, _fboId);
glDrawBuffer(_fboId == 0 ? GL_BACK : GL_COLOR_ATTACHMENT0);
glViewport(_viewport[0], _viewport[1], _viewport[2], _viewport[3]);
glViewport(_outViewport[0], _outViewport[1], _outViewport[2], _outViewport[3]);
}
void IRenderer::clearInputFbo( const ACG::Vec4f& clearColor )
......
......@@ -263,10 +263,10 @@ protected:
virtual void saveActiveFbo(GLint* _outFboId, GLint* _outViewport) const;
/** \brief Restore a previously saved input Fbo configuration (fbo id + viewport)
* @param _outFboId pointer to address receiving the currently active fbo id
* @param _fboId pointer to address receiving the currently active fbo id
* @param _outViewport [in] pointer to address of 4 GLint values receiving the currently active viewport
*/
virtual void restoreFbo(GLint _fboId, const GLint* _viewport) const;
virtual void restoreFbo(GLint _fboId, const GLint* _outViewport) const;
/** \brief Clear input Fbo.
*
......
......@@ -509,7 +509,7 @@ private:
* public:
* void modifyVertexEndCode(QStringList* _code) {
* _code->push_back("// Vertex End Code Modifier begin");
* _code->push_back("<Some glsl code> ");
* _code->push_back("< Some glsl code > ");
* _code->push_back("// Vertex End Code Modifier end");
* }
*
......@@ -524,7 +524,7 @@ private:
* public:
* void modifyVertexEndCode(QStringList* _code) {
* _code->push_back("// Vertex End Code Modifier 2 begin");
* _code->push_back("<Some glsl code> ");
* _code->push_back("< Some glsl code > ");
* _code->push_back("// Vertex End Code Modifier 2 end");
* }
*
......@@ -625,9 +625,11 @@ public:
* Refer to the generation structure (\ref ShaderGenerator_page ) to see where
* your code is added and which variables you can modify.
* Use
*
* \code
* _code->push_back("...");
* \endcode
*
* to insert your code here
*
* @param _code string list of shader code.
......@@ -639,9 +641,11 @@ public:
* Refer to the generation structure (\ref ShaderGenerator_page )
* to see where your code is added and which variables you can modify.
* Use
*
* \code
* _code->push_back("...");
* \endcode
*
* to insert your code here.
*
* @param _code string list of shader code.
......@@ -652,14 +656,17 @@ public:
*
* Refer to the generation structure (\ref ShaderGenerator_page )
* to see where your code is added and which variables you can modify.
*
* Use
*
* \code
* _code->push_back("...");
* \endcode
*
* to insert your code here.
*
* @param _code string list of shader code.
* @param _lightId light index, use g_vLightDir_{_lightId}, etc. in shader code to use light parameters
* @param _code string list of shader code.
* @param _lightId light index, use g_vLightDir_{_lightId}, etc. in shader code to use light parameters
* @param _lightType light type: point, spot or directional light
*/
virtual void modifyLightingCode(QStringList* _code, int _lightId, ShaderGenLightType _lightType) {}
......
......@@ -308,7 +308,7 @@ AUTOLINK_SUPPORT = YES
# diagrams that involve STL classes more complete and accurate.
# The default value is: NO.
BUILTIN_STL_SUPPORT = STL
BUILTIN_STL_SUPPORT = YES
# If you use Microsoft's C++/CLI language, you should set this option to YES to
# enable parsing support.
......
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