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documentation fixes

Vicente Penades 6 years ago
parent
commit
10938ec3d4
3 changed files with 19 additions and 16 deletions
  1. 4 4
      README.md
  2. 4 4
      src/SharpGLTF.Toolkit/Geometry/readme.md
  3. 11 8
      src/SharpGLTF.Toolkit/README.md

+ 4 - 4
README.md

@@ -36,10 +36,10 @@ model.SaveGLB("model.glb");
 
 
 The framework is divided in two packages:
 The framework is divided in two packages:
 
 
-- __[SharpGLTF.Core](src/SharpGLTF.Core/README.md)__ provides the core glTF2 schema implementation, read & write operations,
-and low level API access to let direct document manipulation.
-- __[SharpGLTF.Toolkit](src/SharpGLTF.Toolkit/README.md)__ provides a high level layer over the Core package, adding convenient
-extensions and utilities to help creating meshes, materials and scenes.
+- __[SharpGLTF.Core](src/SharpGLTF.Core/README.md)__ provides the core glTF2 schema implementation,
+read & write operations, and a low level API for direct document access.
+- __[SharpGLTF.Toolkit](src/SharpGLTF.Toolkit/README.md)__ provides a high level API over the Core
+package, adding convenient extensions and utilities to help creating meshes, materials and scenes.
 
 
 #### Appendix
 #### Appendix
 
 

+ 4 - 4
src/SharpGLTF.Toolkit/Geometry/readme.md

@@ -2,20 +2,20 @@
 
 
 #### Overview
 #### Overview
 
 
-Creating meshes from scratch accessing directly with `SharpGLTF.Schema2`
+Creating meshes from scratch accessing directly to `SharpGLTF.Schema2`
 namespace API is quite complicated, since it implies creating Buffers,
 namespace API is quite complicated, since it implies creating Buffers,
 Accessors, Primitives and Meshes very carefully.
 Accessors, Primitives and Meshes very carefully.
 
 
 It's even more complicated if we want to optimize the meshes by arrange
 It's even more complicated if we want to optimize the meshes by arrange
-the vertices in an interleaved layour, or even allowing multiple meshes
+the vertices in an interleaved layout, or even allowing multiple meshes
 to share a Vertex and Index buffer.
 to share a Vertex and Index buffer.
 
 
-As an alternative to filling meshes directly into the glTF schema,
+As an alternative to creating meshes directly into a glTF document,
 SharpGLTF Toolkit provides a MeshBuilder class to simplify mesh creation.
 SharpGLTF Toolkit provides a MeshBuilder class to simplify mesh creation.
 
 
 #### Implementation
 #### Implementation
 
 
-The most useful class for mesh creation is `class MeshBuilder<TvP, TvM, TvS>`
+The most useful class for mesh creation is `MeshBuilder<TvP, TvM, TvS>`
 where:
 where:
 
 
 - TvP is a Position Vertex Fragment structure.
 - TvP is a Position Vertex Fragment structure.

+ 11 - 8
src/SharpGLTF.Toolkit/README.md

@@ -2,14 +2,17 @@
 
 
 #### Features
 #### Features
 
 
-- [x] Scene Evaluation.
-- [ ] GPU Evaluation.
-- [x] Mesh Building utilities.
-- [x] Animation utilities.
-- [x] Material utilities
-- [x] Skinning utilities
-- [ ] Morphing utilities
-- [ ] [Mikktspace](https://github.com/tcoppex/ext-mikktspace) Tangent space calculation. *Help Need*
+- Scene Evaluation.
+- Mesh Building utilities.
+- Material Building utilities
+- Animation extension helpers.
+- Skinning helpers.
+
+#### Roadmap
+
+- Morphing utilities
+- [Mikktspace](https://github.com/tcoppex/ext-mikktspace) Tangent space calculation. *Help Need*
+- GPU Evaluation.
 
 
 #### Namespaces
 #### Namespaces