diff --git a/glm/glm.hpp b/glm/glm.hpp
index 61079bbc..c6add60f 100644
--- a/glm/glm.hpp
+++ b/glm/glm.hpp
@@ -25,60 +25,60 @@
/// @date 2005-01-14 / 2011-05-16
/// @author Christophe Riccio
///
-/// \defgroup core GLM Core
+/// @defgroup core GLM Core
///
-/// \brief The core of GLM, which implements exactly and only the GLSL specification to the degree possible.
+/// @brief The core of GLM, which implements exactly and only the GLSL specification to the degree possible.
///
-/// The GLM core consists of \ref core_types "C++ types that mirror GLSL types",
-/// \ref core_funcs "C++ functions that mirror the GLSL functions". It also includes
-/// \ref core_precision "a set of precision-based types" that can be used in the appropriate
-/// functions. The C++ types are all based on a basic set of \ref core_template "template types".
+/// The GLM core consists of @ref core_types "C++ types that mirror GLSL types",
+/// @ref core_funcs "C++ functions that mirror the GLSL functions". It also includes
+/// @ref core_precision "a set of precision-based types" that can be used in the appropriate
+/// functions. The C++ types are all based on a basic set of @ref core_template "template types".
///
/// The best documentation for GLM Core is the current GLSL specification,
/// version 4.1
/// (pdf file).
-/// There are a few \ref pg_differences "differences" between GLM core and GLSL.
+/// There are a few @ref pg_differences "differences" between GLM core and GLSL.
///
/// GLM core functionnalities requires to be included to be used.
///
-/// \defgroup core_types Types
+/// @defgroup core_types Types
///
-/// \brief The standard types defined by the specification.
+/// @brief The standard types defined by the specification.
///
/// These types are all typedefs of more generalized, template types. To see the definiton
-/// of these template types, go to \ref core_template.
+/// of these template types, go to @ref core_template.
///
-/// \ingroup core
+/// @ingroup core
///
-/// \defgroup core_precision Precision types
+/// @defgroup core_precision Precision types
///
-/// \brief Non-GLSL types that are used to define precision-based types.
+/// @brief Non-GLSL types that are used to define precision-based types.
///
/// The GLSL language allows the user to define the precision of a particular variable.
/// In OpenGL's GLSL, these precision qualifiers have no effect; they are there for compatibility
-/// with OpenGL ES's precision qualifiers, where they \em do have an effect.
+/// with OpenGL ES's precision qualifiers, where they @em do have an effect.
///
/// C++ has no language equivalent to precision qualifiers. So GLM provides the next-best thing:
-/// a number of typedefs of the \ref core_template that use a particular precision.
+/// a number of typedefs of the @ref core_template that use a particular precision.
///
/// None of these types make any guarantees about the actual precision used.
///
-/// \ingroup core
+/// @ingroup core
///
-/// \defgroup core_template Template types
+/// @defgroup core_template Template types
///
-/// \brief The generic template types used as the basis for the core types.
+/// @brief The generic template types used as the basis for the core types.
///
-/// These types are all templates used to define the actual \ref core_types.
+/// These types are all templates used to define the actual @ref core_types.
/// These templetes are implementation details of GLM types and should not be used explicitly.
///
-/// \ingroup core
+/// @ingroup core
///
-/// \defgroup core_funcs Functions
+/// @defgroup core_funcs Functions
///
-/// \brief The functions defined by the specification.
+/// @brief The functions defined by the specification.
///
-/// \ingroup core
+/// @ingroup core
///////////////////////////////////////////////////////////////////////////////////
#include "core/_fixes.hpp"
diff --git a/glm/gtc/matrix_transform.hpp b/glm/gtc/matrix_transform.hpp
index a9cb653e..0601f8a5 100644
--- a/glm/gtc/matrix_transform.hpp
+++ b/glm/gtc/matrix_transform.hpp
@@ -60,10 +60,10 @@ namespace glm
/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
/// @see - gtc_matrix_transform
- /// @see - gtx_transform:
- /// - @link translate(T x, T y, T z) translate(T x, T y, T z) @endlink
- /// - @link translate(detail::tmat4x4 const & m, T x, T y, T z) translate(mat4x4 const & m, T x, T y, T z) @endlink
- /// - @link translate(detail::tvec3 const & v) translate(vec3 const & v) @endlink
+ /// @see - gtx_transform
+ // - @ref template detail::tmat4x4 translate(T x, T y, T z)
+ // - @ref template detail::tmat4x4 translate(detail::tmat4x4 const & m, T x, T y, T z)
+ // - @ref template detail::tmat4x4 translate(detail::tvec3 const & v)
template
detail::tmat4x4 translate(
detail::tmat4x4 const & m,
@@ -71,10 +71,10 @@ namespace glm
/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
/// @see - gtc_matrix_transform
- /// @see - gtx_transform:
- /// - @link rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
- /// - @link rotate(detail::tmat4x4 const & m, T angle, T x, T y, T z) rotate(mat4x4 const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
- /// - @link rotate(T angle, detail::tvec3 const & v) rotate(T const & angle, vec3 const & v) @endlink
+ /// @see - gtx_transform
+ // - @link glm::rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
+ // - @link glm::rotate(detail::tmat4x4 const & m, T angle, T x, T y, T z) rotate(mat4x4 const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
+ // - @link glm::rotate(T angle, detail::tvec3 const & v) rotate(T const & angle, vec3 const & v) @endlink
template
detail::tmat4x4 rotate(
detail::tmat4x4 const & m,
@@ -83,18 +83,18 @@ namespace glm
/// Builds a scale 4 * 4 matrix created from 3 scalars.
/// @see - gtc_matrix_transform
- /// @see - gtx_transform:
- /// - @link scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) @endlink
- /// - @link scale(detail::tmat4x4 const & m, T x, T y, T z) scale(mat4x4 const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
- /// - @link scale(detail::tvec3 const & v) scale(vec3 const & v) @endlink
+ /// @see - gtx_transform
+ // - @link scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) @endlink
+ // - @link scale(detail::tmat4x4 const & m, T x, T y, T z) scale(mat4x4 const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
+ // - @link scale(detail::tvec3 const & v) scale(vec3 const & v) @endlink
template
detail::tmat4x4 scale(
detail::tmat4x4 const & m,
detail::tvec3 const & v);
/// Creates a matrix for an orthographic parallel viewing volume.
- /// @see - gtc_matrix_transform:
- /// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top) ortho(T const & left, T const & right, T const & bottom, T const & top) @endlink
+ /// @see - gtc_matrix_transform
+ // - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top) ortho(T const & left, T const & right, T const & bottom, T const & top) @endlink
template
detail::tmat4x4 ortho(
T const & left,
@@ -105,8 +105,8 @@ namespace glm
T const & zFar);
/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
- /// @see - gtc_matrix_transform:
- /// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) @endlink
+ /// @see - gtc_matrix_transform
+ // - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) @endlink
template
detail::tmat4x4 ortho(
T const & left,
@@ -183,8 +183,8 @@ namespace glm
detail::tvec4 const & viewport);
/// Build a look at view matrix.
- /// @see - gtc_matrix_transform:
- /// - @link frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) @endlink
+ /// @see - gtc_matrix_transform
+ // - @link frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) @endlink
/// @param eye Position of the camera
/// @param center Position where the camera is looking at
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
diff --git a/glm/gtx/transform.hpp b/glm/gtx/transform.hpp
index 172106cb..072ca9b4 100644
--- a/glm/gtx/transform.hpp
+++ b/glm/gtx/transform.hpp
@@ -56,14 +56,14 @@ namespace glm
//! Builds a translation 4 * 4 matrix created from 3 scalars.
//! - From \link gtx_transform GLM_GTX_transform \endlink extension
- //! - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
+ // - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
template
detail::tmat4x4 translate(
T x, T y, T z);
//! Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
//! - From \link gtx_transform GLM_GTX_transform \endlink extension
- //! - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
+ // - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
template
detail::tmat4x4 translate(
detail::tmat4x4 const & m,
@@ -71,14 +71,14 @@ namespace glm
//! Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
//! - From \link gtx_transform GLM_GTX_transform \endlink extension
- //! - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
+ // - See also: \link glm::translate GLM_GTC_matrix_transform \endlink
template
detail::tmat4x4 translate(
detail::tvec3 const & v);
//! Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
//! - From \link gtx_transform GLM_GTX_transform \endlink extension
- //! - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
+ // - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
template
detail::tmat4x4 rotate(
T angle,
@@ -86,7 +86,7 @@ namespace glm
//! Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
//! - From \link gtx_transform GLM_GTX_transform \endlink extension
- //! - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
+ // - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
template
detail::tmat4x4 rotate(
T angle,
@@ -94,7 +94,7 @@ namespace glm
//! Transforms a matrix with a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
//! - From \link gtx_transform GLM_GTX_transform \endlink extension
- //! - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
+ // - See also: \link glm::rotate GLM_GTC_matrix_transform \endlink
template
detail::tmat4x4 rotate(
detail::tmat4x4 const & m,
@@ -103,14 +103,14 @@ namespace glm
//! Builds a scale 4 * 4 matrix created from 3 scalars.
//! - From \link gtx_transform GLM_GTX_transform \endlink extension
- //! - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
+ // - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
template
detail::tmat4x4 scale(
T x, T y, T z);
//! Transforms a matrix with a scale 4 * 4 matrix created from 3 scalars.
//! - From \link gtx_transform GLM_GTX_transform \endlink extension
- //! - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
+ // - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
template
detail::tmat4x4 scale(
detail::tmat4x4 const & m,
@@ -118,7 +118,7 @@ namespace glm
//! Transforms a matrix with a scale 4 * 4 matrix created from a vector of 3 components.
//! - From \link gtx_transform GLM_GTX_transform \endlink extension
- //! - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
+ // - See also: \link glm::scale GLM_GTC_matrix_transform \endlink
template
detail::tmat4x4 scale(
detail::tvec3 const & v);