From: <sun...@us...> - 2005-09-26 02:26:11
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Update of /cvsroot/crystal/CS/include/imesh In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv19051/include/imesh Modified Files: foliage.h object.h terrain.h Log Message: Eric Sunshine resolved some additional Doxygen warnings. Index: foliage.h =================================================================== RCS file: /cvsroot/crystal/CS/include/imesh/foliage.h,v retrieving revision 1.11 retrieving revision 1.12 diff -u -d -r1.11 -r1.12 --- foliage.h 25 Sep 2005 23:08:07 -0000 1.11 +++ foliage.h 26 Sep 2005 02:26:02 -0000 1.12 @@ -228,18 +228,18 @@ /** * The terraformer defines various properties for this foliage mesh. * The terraformer needs to support the following properties: - * <li>'heights': this basically comes directly from the heightmap + * \li 'heights': this basically comes directly from the heightmap * and is returned as an array of floats. The normal simpleformer * (as is used by the landscape engine) supports this automatically. - * <li>'vertices': this basically comes directly from the heightmap + * \li 'vertices': this basically comes directly from the heightmap * and is returned as an array of csVector3's. The normal simpleformer * (as is used by the landscape engine) supports this automatically. - * <li>'foliage_density': this is another float map which represents the + * \li 'foliage_density': this is another float map which represents the * density of foliage at that point. The number represents the * number of foliage objects in one 1x1 unit. So using a uniform * density of 1 will place one object in every 1x1 square. * This map must have same resolution as the heightmap. - * <li>'foliage_types': this is an int map which indicates the types + * \li 'foliage_types': this is an int map which indicates the types * of foliage to use for every block in the heightmap. These numbers * correspond with the foliage palette numbers. If this map contains * palette indices that are not defined then no foliage will Index: object.h =================================================================== RCS file: /cvsroot/crystal/CS/include/imesh/object.h,v retrieving revision 1.59 retrieving revision 1.60 diff -u -d -r1.59 -r1.60 --- object.h 25 Sep 2005 23:08:07 -0000 1.59 +++ object.h 26 Sep 2005 02:26:02 -0000 1.60 @@ -115,8 +115,8 @@ /** * Get flags for this object. The following flags are at least supported: - * <li>#CS_MESH_STATICPOS: mesh will never move. - * <li>#CS_MESH_STATICSHAPE: mesh will never animate. + * \li #CS_MESH_STATICPOS: mesh will never move. + * \li #CS_MESH_STATICSHAPE: mesh will never animate. * * Mesh objects may implement additional flags. These mesh object specific * flags must be equal to at least 0x00010000. Index: terrain.h =================================================================== RCS file: /cvsroot/crystal/CS/include/imesh/terrain.h,v retrieving revision 1.11 retrieving revision 1.12 diff -u -d -r1.11 -r1.12 --- terrain.h 25 Sep 2005 23:08:07 -0000 1.11 +++ terrain.h 26 Sep 2005 02:26:02 -0000 1.12 @@ -73,10 +73,10 @@ * high level quad in the final terrain. * Note x and y must be 2^n and usually they must be equal * This version expects an array of alpha maps (typically gray scale images). - * For every material in the palette except for the last one(!) there will - * be an alpha map so this array should have one element less compared to the - * palette. The alpha map for the last palette entry will be calculated so that - * the alpha values add up to 100%. + * For every material in the palette except for the last one(!) there will be + * an alpha map so this array should have one element less compared to the + * palette. The alpha map for the last palette entry will be calculated so + * that the alpha values add up to 100%. */ virtual bool SetMaterialAlphaMaps (const csArray<csArray<char> >& data, int x, int y) = 0; @@ -86,11 +86,11 @@ * Set a LOD parameter. * * The following parameters can be used: - * <li><i>"lod distance"</i> - The distance at which splatting is no longer - * in effect and the base texture is the only layer.</li> - * <li><i>"error tolerance"</i> - The screenspace error tolerance in + * \li <i>"lod distance"</i> - The distance at which splatting is no longer + * in effect and the base texture is the only layer. + * \li <i>"error tolerance"</i> - The screenspace error tolerance in * numbers of pixels. Error will be less than the given tolerance so - * setting the tolerance to values less than 1 is worthless.</li> + * setting the tolerance to values less than 1 is worthless. * * \return Whether the value was accepted by the terrain object. */ |