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Shorten anchor so that the line does not wrap around in Readme.txt.

Yao Wei Tjong 姚伟忠 11 years ago
parent
commit
bb573887ae
2 changed files with 5 additions and 5 deletions
  1. 3 3
      Docs/GettingStarted.dox
  2. 2 2
      Readme.txt

+ 3 - 3
Docs/GettingStarted.dox

@@ -188,7 +188,7 @@ Instead of using one of the provided batch files or shell scripts, you can use c
     - On Android platform: android-Build\n
     - On Raspberry Pi platform: raspi-Build\n
 - The runtime and archive output directories are automatically set based on the target platform regardless of the build directory name (should you choose not to adhere with the above). For example on Android platform, they will be android-Bin and android-Lib, respectively.\n
-If you choose not to adhere with this build directory naming convention then you will have to install the Urho3D library into your local filesystem in order to use the Urho3D library in your external project. See \ref Building_Library and \ref UsingLibraryFromSDK.
+If you choose not to adhere with this build directory naming convention then you will have to install the Urho3D library into your local filesystem in order to use the Urho3D library in your external project. See \ref Building_Library and \ref FromSDK.
 - All the post-CMake workaround and/or bug fixes that are scripted in the batch files or shell scripts are not applied to the generated project file.
 
 Steps to configure:
@@ -404,7 +404,7 @@ set (SOURCE_FILES ${CPP_FILES} ${H_FILES})
 
 The setup_main_executable() macro then uses SOURCE_FILES and TARGET_NAME variables to setup a new CMake target that would work on ALL platforms supported by Urho3D. Make sure both your project name and target name are not called 'Urho3D', as this name is already reserved by Urho3D project.
 
-\section UsingLibraryFromSDK From Urho3D SDK installation
+\section FromSDK From Urho3D SDK installation
 
 This section assumes that you have already installed Urho3D SDK into your system. If you have installed the SDK in a non-default location then you need to use "CMAKE_PREFIX_PATH" environment variable to specify the prefix path of the non-default installation location.
 
@@ -422,7 +422,7 @@ On non-Windows platform:
 set (CMAKE_MODULE_PATH $ENV{CMAKE_PREFIX_PATH}/share/Urho3D/CMake/Modules CACHE PATH "Path to Urho3D-specific CMake modules")
 \endcode
 
-\subsection UsingLibraryFromSDKWithPkgConfig Using pkg-config instead of CMake
+\subsection FromSDKWithPkgConfig Using pkg-config instead of CMake
 
 If for some reason you could not use CMake in your project, you could configure your project to compile and link against Urho3D library from SDK installation using 'pkg-config' tool with the help of Urho3D.pc configuration file (which is installed as part of the SDK installation). If the Urho3D SDK is being installed into a local location (such as /usr/local) or a non-default location, then most likely you would need to specify PKG_CONFIG_PATH environment variable to point to the location of the configuration file for this to work. Below are a few invocation examples on a 64-bit RedHat-based distro with local installation:
 

+ 2 - 2
Readme.txt

@@ -520,8 +520,8 @@ adhere to the current limitations:
   If you choose not to adhere with this build directory naming convention then
   you will have to install the Urho3D library into your local filesystem in
   order to use the Urho3D library in your external project.
-  See http://urho3d.github.io/documentation/HEAD/_building.html#Building_Library and
-  http://urho3d.github.io/documentation/HEAD/_using_library.html#UsingLibraryFromSDK.
+  See http://urho3d.github.io/documentation/HEAD/_building.html#Building_Library
+  and http://urho3d.github.io/documentation/HEAD/_using_library.html#FromSDK.
 - All the post-CMake workaround and/or bug fixes that are scripted in the batch
   files or shell scripts are not applied to the generated project file.