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Doxygen formatting.

Lasse Öörni 13 years ago
parent
commit
d651239e31
2 changed files with 10 additions and 10 deletions
  1. 4 4
      Engine/Graphics/Terrain.h
  2. 6 6
      Engine/Graphics/TerrainPatch.h

+ 4 - 4
Engine/Graphics/Terrain.h

@@ -48,13 +48,13 @@ public:
     /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
     virtual void ApplyAttributes();
     
-    /// Set patch quads per side. Must be a power of two.
+    /// %Set patch quads per side. Must be a power of two.
     void SetPatchSize(int size);
-    /// Set vertex (XZ) and height (Y) spacing.
+    /// %Set vertex (XZ) and height (Y) spacing.
     void SetSpacing(const Vector3& spacing);
-    /// Set heightmap image. Dimensions should be a power of two + 1. Uses 8-bit grayscale, or optionally red as MSB and green as LSB for 16-bit accuracy. Return true if successful.
+    /// %Set heightmap image. Dimensions should be a power of two + 1. Uses 8-bit grayscale, or optionally red as MSB and green as LSB for 16-bit accuracy. Return true if successful.
     bool SetHeightMap(Image* image);
-    /// Set material.
+    /// %Set material.
     void SetMaterial(Material* material);
     /// %Set draw distance for patches.
     void SetDrawDistance(float distance);

+ 6 - 6
Engine/Graphics/TerrainPatch.h

@@ -57,17 +57,17 @@ public:
     /// Draw to occlusion buffer. Return true if did not run out of triangles.
     virtual bool DrawOcclusion(OcclusionBuffer* buffer);
     
-    /// Set owner terrain.
+    /// %Set owner terrain.
     void SetOwner(Terrain* terrain);
-    /// Set neighbor patches.
+    /// %Set neighbor patches.
     void SetNeighbors(TerrainPatch* north, TerrainPatch* south, TerrainPatch* west, TerrainPatch* east);
-    /// Set material.
+    /// %Set material.
     void SetMaterial(Material* material);
-    /// Set local-space bounding box.
+    /// %Set local-space bounding box.
     void SetBoundingBox(const BoundingBox& box);
-    /// Set patch coordinates.
+    /// %Set patch coordinates.
     void SetCoordinates(const IntVector2& coordinates);
-    /// Set vertical offset for occlusion geometry. Should be negative.
+    /// %Set vertical offset for occlusion geometry. Should be negative.
     void SetOcclusionOffset(float offset);
     /// Reset to LOD level 0.
     void ResetLod();