From 78c63050897e934f625cdbf8332530909dd362f2 Mon Sep 17 00:00:00 2001 From: Christophe Riccio Date: Thu, 16 Jun 2011 10:02:12 +0100 Subject: [PATCH] Fixed links --- glm/glm.hpp | 46 ++++++++++++++++++------------------ glm/gtc/matrix_transform.hpp | 36 ++++++++++++++-------------- glm/gtx/transform.hpp | 18 +++++++------- 3 files changed, 50 insertions(+), 50 deletions(-) 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);