فهرست منبع

Removed unnecessary include from WorkQueue.
Documentation fixes.

Lasse Öörni 13 سال پیش
والد
کامیت
f3f724920c
4فایلهای تغییر یافته به همراه10 افزوده شده و 11 حذف شده
  1. 2 2
      Docs/GettingStarted.dox
  2. 1 1
      Docs/Reference.dox
  3. 0 1
      Engine/Core/WorkQueue.h
  4. 7 7
      Readme.txt

+ 2 - 2
Docs/GettingStarted.dox

@@ -20,11 +20,11 @@ Urho3D uses CMake (http://www.cmake.org) to build. The process has two steps:
 
 2) For Visual Studio, open Urho3D.sln and build the configuration(s) you like. For gcc, execute make (by default, cmake_gcc.sh specifies to make a RelWithDebInfo build.)
 
-The build process will also compile models and shaders from the Source_Asset directory into Bin/Data/Models & Bin/Data/Shaders. After the build is complete, the programs can be run from the Bin directory.
+The build process will also compile models and shaders from the SourceAssets directory into Bin/Data/Models & Bin/Data/Shaders. After the build is complete, the programs can be run from the Bin directory.
 
 When using Xcode on Mac OS X, select Project -> %Set Active Architecture -> i386 before building. Compiling Urho3D as 64-bit is not supported.
 
-To run Urho3D from the Visual Studio debugger, set it as a startup project and enter its relative path and filename into Properties -> Debugging -> Command: ..\Bin\Urho3D.exe. Additionally, entering -w into Debugging -> Command Arguments is highly recommended. This enables startup in windowed mode: without it running into an exception or breakpoint will be obnoxious as the mouse cursor will likely be hidden.
+To run from the Visual Studio debugger, set the Urho3D project as the startup project and enter its relative path and filename into Properties -> Debugging -> Command: ..\\Bin\\Urho3D.exe. Additionally, entering -w into Debugging -> Command Arguments is highly recommended. This enables startup in windowed mode: without it running into an exception or breakpoint will be obnoxious as the mouse cursor will likely be hidden.
 
 To actually make Urho3D.exe do something useful, it must be supplied with the name of the script file it should load and run. You can try for example the following arguments: Scripts/TestScene.as -w
 

+ 1 - 1
Docs/Reference.dox

@@ -122,7 +122,7 @@ The main loop iteration (also called a frame) is driven by the Engine. In contra
 - E_UPDATE: application-wide logic update event. By default each active Scene reacts to this and triggers the scene update (more on this below.)
 - E_POSTUPDATE: application-wide logic post-update event. The UI subsystem updates its logic here.
 - E_RENDERUPDATE: Renderer updates its viewports here to prepare for rendering, and the UI generates render commands necessary to render the user interface.
-- E_POSTRENDERUPDATE: by default nothing hooks to this. This can be used to implement logic that requires the rendering views to be up-to-date (for example to do accurate raycasts.) Scenes may not be modified at this point (especially scene objects may not be deleted or crashes may occur.)
+- E_POSTRENDERUPDATE: by default nothing hooks to this. This can be used to implement logic that requires the rendering views to be up-to-date, for example to do accurate raycasts. Scenes may not be modified at this point; especially scene objects may not be deleted or crashes may occur.
 - E_ENDFRAME: signals the end of the frame. Before this, rendering the frame and measuring the next frame's timestep will have occurred.
 
 The update of each Scene causes further events to be sent:

+ 0 - 1
Engine/Core/WorkQueue.h

@@ -26,7 +26,6 @@
 #include "List.h"
 #include "Mutex.h"
 #include "Object.h"
-#include "Signal.h"
 
 class WorkerThread;
 

+ 7 - 7
Readme.txt

@@ -104,7 +104,7 @@ Mac OS X.
 For gcc, execute make (by default, cmake_gcc.sh specifies to make a
 RelWithDebInfo build.)
 
-The build process will also compile models and shaders from the Source_Asset
+The build process will also compile models and shaders from the SourceAssets
 directory into Bin/Data/Models & Bin/Data/Shaders. On Windows & Direct3D9,
 shader compilation requires the D3DX library from the DirectX runtime or SDK to
 be available.
@@ -114,12 +114,12 @@ before building. Compiling Urho3D as 64-bit is not supported.
 
 After the build is complete, the programs can be run from the Bin directory.
 
-To run Urho3D from the Visual Studio debugger, set it as a startup project and
-enter its relative path and filename into Properties -> Debugging -> Command:
-..\Bin\Urho3D.exe. Additionally, entering -w into Debugging -> Command
-Arguments is highly recommended. This enables startup in windowed mode:
-without it running into an exception or breakpoint will be obnoxious as the
-mouse cursor will likely be hidden.
+To run from the Visual Studio debugger, set the Urho3D project as the startup
+project, set it as a startup project and enter its relative path and filename 
+into Properties -> Debugging -> Command: ..\Bin\Urho3D.exe. Additionally, 
+entering -w into Debugging -> Command Arguments is highly recommended. This 
+enables startup in windowed mode: without it running into an exception or 
+breakpoint will be obnoxious as the mouse cursor will likely be hidden.
 
 To actually make Urho3D.exe do something useful, it must be supplied with the
 name of the script file it should load and run. You can try for example the