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Fixed links

Christophe Riccio 14 yıl önce
ebeveyn
işleme
78c6305089
3 değiştirilmiş dosya ile 50 ekleme ve 50 silme
  1. 23 23
      glm/glm.hpp
  2. 18 18
      glm/gtc/matrix_transform.hpp
  3. 9 9
      glm/gtx/transform.hpp

+ 23 - 23
glm/glm.hpp

@@ -25,60 +25,60 @@
 /// @date 2005-01-14 / 2011-05-16
 /// @author Christophe Riccio
 ///
-///	\defgroup core GLM Core
+///	@defgroup core GLM Core
 ///	
-///	\brief The core of GLM, which implements exactly and only the GLSL specification to the degree possible.
+///	@brief The core of GLM, which implements exactly and only the GLSL specification to the degree possible.
 ///
-/// The GLM core consists of \ref core_types "C++ types that mirror GLSL types",
-/// \ref core_funcs "C++ functions that mirror the GLSL functions". It also includes 
-/// \ref core_precision "a set of precision-based types" that can be used in the appropriate
-/// functions. The C++ types are all based on a basic set of \ref core_template "template types".
+/// The GLM core consists of @ref core_types "C++ types that mirror GLSL types",
+/// @ref core_funcs "C++ functions that mirror the GLSL functions". It also includes 
+/// @ref core_precision "a set of precision-based types" that can be used in the appropriate
+/// functions. The C++ types are all based on a basic set of @ref core_template "template types".
 /// 
 /// The best documentation for GLM Core is the current GLSL specification,
 /// <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf">version 4.1
 /// (pdf file)</a>.
-/// There are a few \ref pg_differences "differences" between GLM core and GLSL.
+/// There are a few @ref pg_differences "differences" between GLM core and GLSL.
 /// 
 /// GLM core functionnalities requires <glm/glm.hpp> to be included to be used.
 /// 
-/// \defgroup core_types Types
+/// @defgroup core_types Types
 /// 
-/// \brief The standard types defined by the specification.
+/// @brief The standard types defined by the specification.
 /// 
 /// These types are all typedefs of more generalized, template types. To see the definiton
-/// of these template types, go to \ref core_template.
+/// of these template types, go to @ref core_template.
 /// 
-/// \ingroup core
+/// @ingroup core
 /// 
-/// \defgroup core_precision Precision types
+/// @defgroup core_precision Precision types
 /// 
-/// \brief Non-GLSL types that are used to define precision-based types.
+/// @brief Non-GLSL types that are used to define precision-based types.
 /// 
 /// The GLSL language allows the user to define the precision of a particular variable.
 /// In OpenGL's GLSL, these precision qualifiers have no effect; they are there for compatibility
-/// with OpenGL ES's precision qualifiers, where they \em do have an effect.
+/// with OpenGL ES's precision qualifiers, where they @em do have an effect.
 /// 
 /// C++ has no language equivalent to precision qualifiers. So GLM provides the next-best thing:
-/// a number of typedefs of the \ref core_template that use a particular precision.
+/// a number of typedefs of the @ref core_template that use a particular precision.
 /// 
 /// None of these types make any guarantees about the actual precision used.
 /// 
-/// \ingroup core
+/// @ingroup core
 /// 
-/// \defgroup core_template Template types
+/// @defgroup core_template Template types
 /// 
-/// \brief The generic template types used as the basis for the core types. 
+/// @brief The generic template types used as the basis for the core types. 
 /// 
-/// These types are all templates used to define the actual \ref core_types.
+/// These types are all templates used to define the actual @ref core_types.
 /// These templetes are implementation details of GLM types and should not be used explicitly.
 /// 
-/// \ingroup core
+/// @ingroup core
 /// 
-/// \defgroup core_funcs Functions
+/// @defgroup core_funcs Functions
 /// 
-/// \brief The functions defined by the specification.
+/// @brief The functions defined by the specification.
 /// 
-/// \ingroup core
+/// @ingroup core
 ///////////////////////////////////////////////////////////////////////////////////
 
 #include "core/_fixes.hpp"

+ 18 - 18
glm/gtc/matrix_transform.hpp

@@ -60,10 +60,10 @@ namespace glm
 
 	/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
 	/// @see - gtc_matrix_transform
-	/// @see - gtx_transform:
-	/// - @link translate(T x, T y, T z) translate(T x, T y, T z) @endlink
-	/// - @link translate(detail::tmat4x4<T> const & m, T x, T y, T z) translate(mat4x4<T> const & m, T x, T y, T z) @endlink
-	/// - @link translate(detail::tvec3<T> const & v) translate(vec3<T> const & v) @endlink
+	/// @see - gtx_transform
+	// - @ref template <typename T> detail::tmat4x4<T> translate(T x, T y, T z)
+	// - @ref template <typename T> detail::tmat4x4<T> translate(detail::tmat4x4<T> const & m, T x, T y, T z)
+	// - @ref template <typename T> detail::tmat4x4<T> translate(detail::tvec3<T> const & v)
 	template <typename T> 
 	detail::tmat4x4<T> translate(
 		detail::tmat4x4<T> const & m,
@@ -71,10 +71,10 @@ namespace glm
 		
 	/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees. 
 	/// @see - gtc_matrix_transform
-	/// @see - gtx_transform:
-	/// - @link rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
-	/// - @link rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
-	/// - @link rotate(T angle, detail::tvec3<T> const & v) rotate(T const & angle, vec3<T> const & v) @endlink
+	/// @see - gtx_transform
+	// - @link glm::rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
+	// - @link glm::rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
+	// - @link glm::rotate(T angle, detail::tvec3<T> const & v) rotate(T const & angle, vec3<T> const & v) @endlink
 	template <typename T> 
 	detail::tmat4x4<T> rotate(
 		detail::tmat4x4<T> const & m,
@@ -83,18 +83,18 @@ namespace glm
 
 	/// Builds a scale 4 * 4 matrix created from 3 scalars. 
 	/// @see - gtc_matrix_transform
-	/// @see - gtx_transform:
-	/// - @link scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) @endlink
-	/// - @link scale(detail::tmat4x4<T> const & m, T x, T y, T z) scale(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
-	/// - @link scale(detail::tvec3<T> const & v) scale(vec3<T> const & v) @endlink
+	/// @see - gtx_transform
+	// - @link scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) @endlink
+	// - @link scale(detail::tmat4x4<T> const & m, T x, T y, T z) scale(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
+	// - @link scale(detail::tvec3<T> const & v) scale(vec3<T> const & v) @endlink
 	template <typename T> 
 	detail::tmat4x4<T> scale(
 		detail::tmat4x4<T> const & m,
 		detail::tvec3<T> const & v);
 
 	/// Creates a matrix for an orthographic parallel viewing volume.
-	/// @see - gtc_matrix_transform:
-	/// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top) ortho(T const & left, T const & right, T const & bottom, T const & top) @endlink
+	/// @see - gtc_matrix_transform
+	// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top) ortho(T const & left, T const & right, T const & bottom, T const & top) @endlink
 	template <typename T> 
 	detail::tmat4x4<T> ortho(
 		T const & left, 
@@ -105,8 +105,8 @@ namespace glm
 		T const & zFar);
 
 	/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
-	/// @see - gtc_matrix_transform:
-    /// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) @endlink
+	/// @see - gtc_matrix_transform
+    // - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) @endlink
 	template <typename T> 
 	detail::tmat4x4<T> ortho(
 		T const & left, 
@@ -183,8 +183,8 @@ namespace glm
 		detail::tvec4<U> const & viewport);
 
 	/// Build a look at view matrix.
-	/// @see - gtc_matrix_transform:
-	/// - @link frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) @endlink 
+	/// @see - gtc_matrix_transform
+	// - @link frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) @endlink 
 	/// @param eye Position of the camera
 	/// @param center Position where the camera is looking at
 	/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)

+ 9 - 9
glm/gtx/transform.hpp

@@ -56,14 +56,14 @@ namespace glm
 
 	//! Builds a translation 4 * 4 matrix created from 3 scalars.
 	//! - From \link gtx_transform GLM_GTX_transform \endlink extension
-	//! - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
+	// - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
 	template <typename T> 
 	detail::tmat4x4<T> translate(
 		T x, T y, T z);
 		
 	//! Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars. 
 	//! - From \link gtx_transform GLM_GTX_transform \endlink extension
-	//! - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
+	// - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
 	template <typename T> 
 	detail::tmat4x4<T> translate(
 		detail::tmat4x4<T> const & m, 
@@ -71,14 +71,14 @@ namespace glm
 		
 	//! Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars. 
 	//! - From \link gtx_transform GLM_GTX_transform \endlink extension
-	//! - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
+	// - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
 	template <typename T> 
 	detail::tmat4x4<T> translate(
 		detail::tvec3<T> const & v);
 
 	//! Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees. 
 	//! - From \link gtx_transform GLM_GTX_transform \endlink extension
-	//! - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
+	// - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
 	template <typename T> 
 	detail::tmat4x4<T> rotate(
 		T angle, 
@@ -86,7 +86,7 @@ namespace glm
 
 	//! Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees. 
 	//! - From \link gtx_transform GLM_GTX_transform \endlink extension
-	//! - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
+	// - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
 	template <typename T> 
 	detail::tmat4x4<T> rotate(
 		T angle, 
@@ -94,7 +94,7 @@ namespace glm
 
 	//! Transforms a matrix with a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees. 
 	//! - From \link gtx_transform GLM_GTX_transform \endlink extension
-	//! - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
+	// - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
 	template <typename T> 
 	detail::tmat4x4<T> rotate(
 		detail::tmat4x4<T> const & m, 
@@ -103,14 +103,14 @@ namespace glm
 		
 	//! Builds a scale 4 * 4 matrix created from 3 scalars. 
 	//! - From \link gtx_transform GLM_GTX_transform \endlink extension
-	//! - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
+	// - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
 	template <typename T> 
 	detail::tmat4x4<T> scale(
 		T x, T y, T z);
 		
 	//! Transforms a matrix with a scale 4 * 4 matrix created from 3 scalars.
 	//! - From \link gtx_transform GLM_GTX_transform \endlink extension
-	//! - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
+	// - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
 	template <typename T> 
 	detail::tmat4x4<T> scale(
 		detail::tmat4x4<T> const & m, 
@@ -118,7 +118,7 @@ namespace glm
 
 	//! Transforms a matrix with a scale 4 * 4 matrix created from a vector of 3 components.
 	//! - From \link gtx_transform GLM_GTX_transform \endlink extension
-	//! - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
+	// - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
 	template <typename T> 
 	detail::tmat4x4<T> scale(
 		detail::tvec3<T> const & v);