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Updated doxygen apis and dox files.

Sean Paul Taylor 14 ani în urmă
părinte
comite
7e4bbf33fd
2 a modificat fișierele cu 10 adăugiri și 10 ștergeri
  1. 2 2
      gameplay.doxyfile
  2. 8 8
      gameplay/src/gameplay.dox

+ 2 - 2
gameplay.doxyfile

@@ -26,7 +26,7 @@ DOXYFILE_ENCODING      = UTF-8
 # identify the project. Note that if you do not use Doxywizard you need 
 # to put quotes around the project name if it contains spaces.
 
-PROJECT_NAME           = GamePlay
+PROJECT_NAME           = gameplay
 
 # The PROJECT_NUMBER tag can be used to enter a project or revision number. 
 # This could be handy for archiving the generated documentation or 
@@ -45,7 +45,7 @@ PROJECT_BRIEF          =
 # exceed 55 pixels and the maximum width should not exceed 200 pixels. 
 # Doxygen will copy the logo to the output directory.
 
-PROJECT_LOGO           = C:/Code/GamePlay/gameplay-logo.png
+PROJECT_LOGO           = 
 
 # The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) 
 # base path where the generated documentation will be put. 

+ 8 - 8
gameplay/src/gameplay.dox

@@ -1,8 +1,8 @@
-/** \mainpage GamePlay - 3D Game Framework
+/** \mainpage gameplay - 3D Game Framework
  *
  * \section intro Introduction
  *
- * GamePlay is a cross-platform, C++, 3D gaming framework that includes a runtime library, tools,
+ * The gameplay framework is a cross-platform, C++, 3D game framework that includes a runtime library, tools,
  * and learning content that allows developers to write games for mobile and desktop platforms
  * without worrying about platform details.
  *
@@ -12,12 +12,12 @@
  *
  * \section Project Features
  *
- * The GamePlay C++ runtime library offers a simple, well-defined, 3D gaming framework that's
+ * The gameplay C++ runtime library offers a simple, well-defined, 3D game framework that's
  * designed to get the most out of today's mobile and desktop platforms. Its purpose is to help you
  * create stunning, world-class, games that harness the power and performance of the platform without
  * being concerned about the platform details. This is accomplished through a set of C++ classes that
  * are built on top of the OS, providing access to the hardware, graphics, and audio libraries
- * (including EGL, OpenGL ES 2.0, and OpenAL 1.1). These classes allow you to:
+ * (including OpenGL ES 2.0, and OpenAL 1.1). These classes allow you to:
  *
  * <b>Build your game without worrying about platform details</b>
  * \li Drive your game with application initialization, update, and render callbacks.
@@ -25,15 +25,15 @@
  * \li Manage your game with control over the device's file system.
  *
  * <b>Create game components with ease</b>
- * \li Add visuals with scene, node, camera, light, mesh, texture, sprite, materials, animation, and physics classes.
+ * \li Add visuals with scene, node, camera, lights, mesh, texture, sprite, materials, animation, and physics classes.
  * \li Control and position the game using the viewport, camera, and audio listener.
  * \li Manage fundamental elements such as fonts, colors, and curves.
- * \li Update game data with built-in math classes for vectors, matrices, rays, planes, and their associated operations.
+ * \li Update game data with built-in math classes for vectors, matrices, rays, planes, bounding volumes and their associated operations.
  *
  * <b>Improve your game and learn</b>
- * \li Supports TrueType fonts and the Khronos COLLADA and FBX interchange formats to import and binary encode your 3D game assets.
+ * \li Supports TrueType fonts and the Khronos COLLADA and Autodesk FBX interchange scene formats to import and binary encode your 3D game assets.
  * \li Built-in materials and shaders to enhance your game's rendering.
- * \li Both mobile and desktop platforms are supported for ease of portability.
+ * \li Both mobile and desktop platforms are supported for ease of portability and tooling options.
  * \li Documentation, tutorials, and code samples are provided.
  *
  */