[DOC] not-in-doc ==> not_in_doc

This commit is contained in:
Edouard DUPIN 2016-04-01 21:30:23 +02:00
parent fa92fc0116
commit 9500d70711
3 changed files with 6 additions and 6 deletions

View File

@ -11,7 +11,7 @@ namespace gale {
namespace context { namespace context {
/** /**
* @brief This class is designed to count the number of frame per second in the main renderer system * @brief This class is designed to count the number of frame per second in the main renderer system
* @not-in-doc * @not_in_doc
*/ */
class Fps { class Fps {
// display every second ... // display every second ...

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@ -14,7 +14,7 @@ namespace gale {
namespace context { namespace context {
/** /**
* @brief internal structure * @brief internal structure
* @not-in-doc * @not_in_doc
*/ */
class InputPoperty { class InputPoperty {
public: public:
@ -33,7 +33,7 @@ namespace gale {
/** /**
* @brief internal structure * @brief internal structure
* @not-in-doc * @not_in_doc
*/ */
class InputLimit { class InputLimit {
public: public:

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@ -21,7 +21,7 @@ namespace gale {
* @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: * @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:
* @note Register all requested element permit to abstract the fact that some element does not exist and remove control of existance from upper code. * @note Register all requested element permit to abstract the fact that some element does not exist and remove control of existance from upper code.
* This is important to note when the Program is reloaded the elements availlable can change. * This is important to note when the Program is reloaded the elements availlable can change.
* @not-in-doc * @not_in_doc
*/ */
class progAttributeElement { class progAttributeElement {
public : public :
@ -30,9 +30,9 @@ namespace gale {
bool m_isAttribute; //!< true if it was an attribute element, otherwite it was an uniform bool m_isAttribute; //!< true if it was an attribute element, otherwite it was an uniform
bool m_isLinked; //!< if this element does not exist this is false bool m_isLinked; //!< if this element does not exist this is false
}; };
//! @not-in-doc //! @not_in_doc
std::ostream& operator <<(std::ostream& _os, const gale::resource::progAttributeElement& _obj); std::ostream& operator <<(std::ostream& _os, const gale::resource::progAttributeElement& _obj);
//! @not-in-doc //! @not_in_doc
std::ostream& operator <<(std::ostream& _os, const std::vector<gale::resource::progAttributeElement>& _obj); std::ostream& operator <<(std::ostream& _os, const std::vector<gale::resource::progAttributeElement>& _obj);
/** /**
* @brief Program is a compilation of some fragment Shader and vertex Shader. This construct automaticly this assiciation * @brief Program is a compilation of some fragment Shader and vertex Shader. This construct automaticly this assiciation