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Documentation fixes.

Lasse Öörni 12 years ago
parent
commit
783ad6e147
2 changed files with 14 additions and 2 deletions
  1. 2 0
      Docs/GettingStarted.dox
  2. 12 2
      Docs/Reference.dox

+ 2 - 0
Docs/GettingStarted.dox

@@ -83,7 +83,9 @@ To run from Xcode on iPhone/iPad Simulator, edit the Product Scheme to set "Run"
 
 The main executable Urho3D.exe in the Bin directory contains all the engine runtime functionality. However, it does not contain any inbuilt logic or application, and therefore must be supplied with the name of the application script file it should run:
 
+\verbatim
 Urho3D.exe <scriptfilename> [options]
+\endverbatim
 
 The scripting language used is AngelScript (http://www.angelcode.com/angelscript); the script files have .as extension and need to be placed under either the Bin/Data or Bin/CoreData subdirectories so that Urho3D.exe can find them. An application script is required to have the function void Start(), which will be executed before starting the engine main loop. It is this function's responsibility to initialize the application and to hook up to any necessary \ref Events "events", such as the update that happens every frame.
 

+ 12 - 2
Docs/Reference.dox

@@ -639,7 +639,7 @@ Diffuse maps specify the surface color in the RGB channels. Optionally they can
 Normal maps encode the tangent-space surface normal for normal mapping. There are two options for storing normals, which require choosing the correct material technique, as the pixel shader is different in each case:
 
 - Store as RGB. In this case use the DiffNormal techniques. This is the default used by AssetImporter, to ensure no conversion of normal textures needs to happen.
-- Store as xGxR, ie. Y-component in the green channel, and X-component in the alpha. In this case use the DiffNormalPacked techniques: Z will be reconstructed in the pixel shader. This encoding lends itself well to DXT5 compression. To convert normal maps to this format, you can use AMD's The Compressonator utility, see http://developer.amd.com/Resources/archive/ArchivedTools/gpu/compressonator/Pages/default.aspx 
+- Store as xGxR, ie. Y-component in the green channel, and X-component in the alpha. In this case use the DiffNormalPacked techniques: Z will be reconstructed in the pixel shader. This encoding lends itself well to DXT5 compression. To convert normal maps to this format, you can use AMD's The Compressonator utility, see http://developer.amd.com/Resources/archive/ArchivedTools/gpu/compressonator/Pages/default.aspx
 
 Make sure the normal map is oriented correctly: an even surface should have the color value R 0.5 G 0.5 B 1.0.
 
@@ -1476,6 +1476,17 @@ The output file can be used to replace the 'ScriptAPI.dox' file in the 'Docs' di
 
 Note that if you build ScriptAPIDumper from source, it must be built with ENABLE_LOGGING defined as the tool requires Log subsystem to capture the output.
 
+\section Tools_DocConverter DocConverter
+
+Automatically converts the Urho3D Doxygen pages to Google Code wiki format.
+
+Usage:
+
+\verbatim
+DocConverter <dox input path> <wiki output path> <mainpage name>
+\endverbatim
+
+
 \page Unicode Unicode support
 
 The String class supports UTF-8 encoding. However, by default strings are treated as a sequence of bytes without regard to the encoding. There is a separate
@@ -1485,7 +1496,6 @@ On Windows, wide char strings are used in all calls to the operating system, suc
 
 Note that \ref FileSystem::ScanDir "ScanDir()" function may return filenames in unnormalized Unicode on Mac OS X. Unicode re-normalization is not yet implemented.
 
-
 \page FileFormats Custom file formats
 
 Urho3D tries to use existing file formats whenever possible, and define custom file formats only when absolutely necessary. Currently used custom file formats are: