From: Braden M. <br...@us...> - 2007-03-06 07:24:08
|
Update of /cvsroot/openvrml/openvrml/src/libopenvrml-gl/openvrml/gl In directory sc8-pr-cvs3.sourceforge.net:/tmp/cvs-serv12313/src/libopenvrml-gl/openvrml/gl Modified Files: viewer.cpp Log Message: Doc-comment improvements. Index: viewer.cpp =================================================================== RCS file: /cvsroot/openvrml/openvrml/src/libopenvrml-gl/openvrml/gl/viewer.cpp,v retrieving revision 1.60 retrieving revision 1.61 diff -C2 -d -r1.60 -r1.61 *** viewer.cpp 22 Jan 2007 23:38:01 -0000 1.60 --- viewer.cpp 6 Mar 2007 07:24:02 -0000 1.61 *************** *** 20,23 **** --- 20,29 ---- // + /** + * @file openvrml/gl/viewer.h + * + * @brief Definition of @c openvrml::gl::viewer. + */ + # ifdef HAVE_CONFIG_H # include <config.h> *************** *** 356,360 **** /** ! * @class openvrml::gl::viewer * * @brief Abstract class for display of VRML models using OpenGL/Mesa. --- 362,366 ---- /** ! * @class openvrml::gl::viewer openvrml/gl/viewer.h * * @brief Abstract class for display of VRML models using OpenGL/Mesa. *************** *** 497,512 **** /** ! * @class openvrml::gl::viewer::modelview_matrix_stack * * @brief Encapsulates an extended modelview matrix stack. * * OpenGL requires that implementations have a modelview matrix stack with a ! * maximum depth of only 32. Regardless of that, the maximum depth can be ! * expected to vary between implementations, and we don't want nesting of * Transform nodes in VRML worlds to be constrained by this limit. * ! * modelview_matrix_stack uses the OpenGL modelview matrix stack until it fills ! * up, at which point any additional matrices that spill over are pushed onto ! * a conventional stack of mat4f. */ --- 503,518 ---- /** ! * @class openvrml::gl::viewer::modelview_matrix_stack openvrml/gl/viewer.h * * @brief Encapsulates an extended modelview matrix stack. * * OpenGL requires that implementations have a modelview matrix stack with a ! * maximum depth of only 32. Regardless of that, the maximum depth can be ! * expected to vary between implementations; and we don't want nesting of * Transform nodes in VRML worlds to be constrained by this limit. * ! * @c modelview_matrix_stack uses the OpenGL modelview matrix stack until it ! * fills up, at which point any additional matrices that spill over are pushed ! * onto a conventional stack of @c mat4f. */ *************** *** 997,1040 **** } - - // - // beginObject/endObject should correspond to grouping nodes. - // Group-level scoping for directional lights, anchors, sensors - // are handled here. Display lists can optionally be created - // (but the retain flag is just a hint, not guaranteed). Retained - // objects can be referred to later to avoid duplicating geometry. - // OpenGL doesn't allow nested objects. The top-down approach of - // putting entire groups in display lists is faster for static - // scenes but uses more memory and means that if anything is changed, - // the whole object must be tossed. - // The bottom-up model wraps each piece of geometry in a dlist but - // requires traversal of the entire scene graph to reference each dlist. - // The decision about what groups to stuff in an object is punted to - // the object itself, as it can decide whether it is mutable. - // - // The OpenGL viewer never puts objects in display lists, so the - // retain hint is ignored. - /** * @brief Begin a display list. * ! * begin_object/end_object should correspond to ! * @link grouping_node grouping_nodes@endlink. ! * Group-level scoping for directional lights, anchors, sensors ! * are handled here. Display lists can optionally be created ! * (but the retain flag is just a hint, not guaranteed). Retained ! * objects can be referred to later to avoid duplicating geometry. ! * OpenGL doesn't allow nested objects. The top-down approach of ! * putting entire groups in display lists is faster for static ! * scenes but uses more memory and means that if anything is changed, ! * the whole object must be tossed. * ! * The bottom-up model wraps each piece of geometry in a dlist but ! * requires traversal of the entire scene graph to reference each dlist. ! * The decision about what groups to stuff in an object is punted to ! * the object itself, as it can decide whether it is mutable. * ! * The OpenGL viewer never puts objects in display lists, so the ! * retain hint is ignored. * * @param[in] id not used. --- 1003,1025 ---- } /** * @brief Begin a display list. * ! * @c #begin_object and @c #end_object should correspond to @c ! * grouping_node%s. Group-level scoping for directional lights, anchors, ! * sensors are handled here. Display lists can optionally be created (but the ! * retain flag is just a hint, not guaranteed). Retained objects can be ! * referred to later to avoid duplicating geometry. OpenGL doesn't allow ! * nested objects. The top-down approach of putting entire groups in display ! * lists is faster for static scenes but uses more memory and means that if ! * anything is changed, the whole object must be tossed. * ! * The bottom-up model wraps each piece of geometry in a dlist but requires ! * traversal of the entire scene graph to reference each dlist. The decision ! * about what groups to stuff in an object is punted to the object itself, as ! * it can decide whether it is mutable. * ! * The OpenGL viewer never puts objects in display lists, so the retain hint ! * is ignored. * * @param[in] id not used. *************** *** 2229,2233 **** * @param[in] last the last point in the extrusion spine. * ! * @return the <var>y</var>axis of the spine-aligned cross-section plane * at @p point. */ --- 2214,2218 ---- * @param[in] last the last point in the extrusion spine. * ! * @return the <var>y</var>-axis of the spine-aligned cross-section plane * at @p point. */ |