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Terminology edits in the documentation. Do not refer to Graphics, Scene etc. as separate libraries anymore.

Lasse Öörni 12 年 前
コミット
f39702a07e
2 ファイル変更11 行追加13 行削除
  1. 5 7
      Docs/GettingStarted.dox
  2. 6 6
      Docs/Reference.dox

+ 5 - 7
Docs/GettingStarted.dox

@@ -103,10 +103,10 @@ You can also build, deploy, run/debug (as C/C++ Remote %Application) using Eclip
 
 \section Building_Library Library build
 
-As of v1.31 (to be released), the build process first builds the Urho3D library target (either static or shared). The library is then linked against by other targets like tools and samples that reference Urho3D as one of the external libraries. The Urho3D library type is defaulted to static, so the build process would generate standalone executables as previous releases. The Urho3D library type can be changed using "URHO3D_LIB_TYPE" build option.    
+As of v1.31 (to be released), the build process first builds the Urho3D library target (either static or shared). The library is then linked against by other targets like tools and samples that reference Urho3D as one of the external libraries. The Urho3D library type is defaulted to static, so the build process would generate standalone executables as previous releases. The Urho3D library type can be changed using "URHO3D_LIB_TYPE" build option.
 
 Refer to \ref UsingLibrary "Using Urho3D as external library" on how to setup your own project to use Urho3D as external library.
-    
+
 
 \section Building_64bit Desktop 64bit build
 
@@ -265,7 +265,7 @@ F2          Toggle debug HUD
 
 \page UsingLibrary Using Urho3D as external library
 
-This page shows how to create a new C++ project using Urho3D library as external library. This page assumes that you have already successfully build a static or shared library in the Urho3D project (separately from your own project). In order to find the external library in the Urho3D project build tree, specify an environment variable called "URHO3D_HOME" which points to the root directory of the Urho3D project.  
+This page shows how to create a new C++ project using Urho3D library as external library. This page assumes that you have already successfully build a static or shared library in the Urho3D project (separately from your own project). In order to find the external library in the Urho3D project build tree, specify an environment variable called "URHO3D_HOME" which points to the root directory of the Urho3D project.
 
 In your own project root directory, create a new CMakeLists.txt file and add the following lines:
 
@@ -311,9 +311,7 @@ When both Urho3D static and shared library are built and available in the Urho3D
 
 \page Structure Overall structure
 
-Urho3D consists of several static libraries that are independent where possible: for example the Graphics library could be used without the Engine library, if only rendering capabilities were desired.
-
-The libraries are the following:
+The Urho3D library consists of the following subdirectories that represent different subsystems:
 
 - Container. Provides STL replacement classes and shared pointers.
 - Math. Provides vector, quaternion & matrix types and geometric shapes used in intersection tests.
@@ -329,7 +327,7 @@ The libraries are the following:
 - Physics. Provides physics simulation.
 - Navigation. Provides navigation mesh generation and pathfinding.
 - %Script. Provides scripting support using the AngelScript language.
-- %Engine. Instantiates the subsystems from the libraries above (except Script, which needs to be instantiated by the application) and manages the main loop iteration.
+- %Engine. Instantiates the subsystems from the modules above (except Script, which needs to be instantiated by the application) and manages the main loop iteration.
 
 Third-party libraries are used for the following functionality:
 

+ 6 - 6
Docs/Reference.dox

@@ -190,7 +190,7 @@ Note that on iOS calling \ref Engine::Exit "Exit()" is a no-op as there is no of
 
 \section MainLoop_ApplicationFramework Application framework
 
-The Application class in the Engine library provides a minimal framework for an Urho3D C++ program with a main loop. It has virtual functions Setup(), Start() and Stop() which can be defined by the application subclass. The header file also provides a macro for defining a program entry point, which
+The Application class provides a minimal framework for an Urho3D C++ program with a main loop. It has virtual functions Setup(), Start() and Stop() which can be defined by the application subclass. The header file also provides a macro for defining a program entry point, which
 will instantiate the Context object and then the user-specified application class. A minimal example, which would just display a blank rendering window and exit by pressing ESC:
 
 \code
@@ -408,7 +408,7 @@ There are shortcut methods on the script side for creating and accessing a node'
 ScriptObject@ object = node.CreateScriptObject("Scripts/MyClass.as", "MyClass");
 \endcode
 
-Note that these are not actual Node member functions on the C++ side, as the %Scene library is not allowed to depend on scripting.
+Note that these are not actual Node member functions on the C++ side, as the %Scene classes are not allowed to depend on scripting.
 
 \section Scripting_ObjectSerialization Script object serialization
 
@@ -612,7 +612,7 @@ For the rest of the functions and classes, see the generated \ref LuaScriptAPI "
 
 \page Rendering Rendering
 
-Much of the rendering functionality in Urho3D is built on two subsystems, Graphics and Renderer, contained within the %Graphics library.
+Much of the rendering functionality in Urho3D is built on two subsystems, Graphics and Renderer.
 
 \section Rendering_Graphics Graphics
 
@@ -1304,7 +1304,7 @@ The Audio subsystem is always instantiated, but in headless mode it is not activ
 
 \page Physics Physics
 
-The %Physics library in Urho3D implements rigid body physics simulation using the Bullet library.
+Urho3D implements rigid body physics simulation using the Bullet library.
 
 To use, a PhysicsWorld component must first be created to the Scene.
 
@@ -1506,7 +1506,7 @@ The default flags are AM_FILE and AM_NET. Note that it is legal to define neithe
 
 \page Network Networking
 
-The Network library provides reliable and unreliable UDP messaging using kNet. A server can be created that listens for incoming connections, and client connections can be made to the server. After connecting, code running on the server can assign the client into a scene to enable scene replication, provided that when connecting, the client specified a blank scene for receiving the updates.
+The Network subsystem provides reliable and unreliable UDP messaging using kNet. A server can be created that listens for incoming connections, and client connections can be made to the server. After connecting, code running on the server can assign the client into a scene to enable scene replication, provided that when connecting, the client specified a blank scene for receiving the updates.
 
 %Scene replication is one-directional: the server always has authority and sends scene updates to the client at a fixed update rate, by default 30 FPS. The client responds by sending controls updates (buttons, yaw and pitch + possible extra data) also at a fixed rate.
 
@@ -1580,7 +1580,7 @@ The controls update message also includes the client's observer position for int
 
 \section Network_Messages Raw network messages
 
-All network messages have an integer ID. The first ID you can use for custom messages is 22 (lower ID's are either reserved for kNet's or the %Network library's internal use.) Messages can be sent either unreliably or reliably, in-order or unordered. The data payload is simply raw binary data that can be crafted by using for example VectorBuffer.
+All network messages have an integer ID. The first ID you can use for custom messages is 22 (lower ID's are either reserved for kNet's or the %Network subsystem's internal use.) Messages can be sent either unreliably or reliably, in-order or unordered. The data payload is simply raw binary data that can be crafted by using for example VectorBuffer.
 
 To send a message to a Connection, use its \ref Connection::SendMessage "SendMessage()" function. On the server, messages can also be broadcast to all client connections by calling the \ref Network::BroadcastMessage "BroadcastMessage()" function.