[DOC] not-in-doc ==> not_in_doc
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@ -11,7 +11,7 @@ namespace gale {
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namespace context {
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namespace context {
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/**
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/**
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* @brief This class is designed to count the number of frame per second in the main renderer system
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* @brief This class is designed to count the number of frame per second in the main renderer system
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* @not-in-doc
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* @not_in_doc
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*/
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*/
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class Fps {
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class Fps {
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// display every second ...
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// display every second ...
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@ -14,7 +14,7 @@ namespace gale {
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namespace context {
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namespace context {
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/**
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/**
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* @brief internal structure
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* @brief internal structure
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* @not-in-doc
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* @not_in_doc
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*/
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*/
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class InputPoperty {
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class InputPoperty {
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public:
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public:
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@ -33,7 +33,7 @@ namespace gale {
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/**
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/**
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* @brief internal structure
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* @brief internal structure
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* @not-in-doc
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* @not_in_doc
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*/
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*/
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class InputLimit {
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class InputLimit {
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public:
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public:
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@ -21,7 +21,7 @@ namespace gale {
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* @brief In a openGL program we need some data to communicate with them, we register all the name requested by the user in this structure:
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* @brief In a openGL program we need some data to communicate with them, we register all the name requested by the user in this structure:
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* @note Register all requested element permit to abstract the fact that some element does not exist and remove control of existance from upper code.
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* @note Register all requested element permit to abstract the fact that some element does not exist and remove control of existance from upper code.
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* This is important to note when the Program is reloaded the elements availlable can change.
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* This is important to note when the Program is reloaded the elements availlable can change.
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* @not-in-doc
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* @not_in_doc
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*/
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*/
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class progAttributeElement {
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class progAttributeElement {
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public :
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public :
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@ -30,9 +30,9 @@ namespace gale {
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bool m_isAttribute; //!< true if it was an attribute element, otherwite it was an uniform
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bool m_isAttribute; //!< true if it was an attribute element, otherwite it was an uniform
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bool m_isLinked; //!< if this element does not exist this is false
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bool m_isLinked; //!< if this element does not exist this is false
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};
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};
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//! @not-in-doc
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//! @not_in_doc
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std::ostream& operator <<(std::ostream& _os, const gale::resource::progAttributeElement& _obj);
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std::ostream& operator <<(std::ostream& _os, const gale::resource::progAttributeElement& _obj);
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//! @not-in-doc
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//! @not_in_doc
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std::ostream& operator <<(std::ostream& _os, const std::vector<gale::resource::progAttributeElement>& _obj);
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std::ostream& operator <<(std::ostream& _os, const std::vector<gale::resource::progAttributeElement>& _obj);
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/**
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/**
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* @brief Program is a compilation of some fragment Shader and vertex Shader. This construct automaticly this assiciation
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* @brief Program is a compilation of some fragment Shader and vertex Shader. This construct automaticly this assiciation
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