Fixed links

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Christophe Riccio 2011-06-16 10:02:12 +01:00
parent 01c991df12
commit 78c6305089
3 changed files with 50 additions and 50 deletions

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@ -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,
/// <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf">version 4.1
/// (pdf file)</a>.
/// 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 <glm/glm.hpp> 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"

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@ -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<T> const & m, T x, T y, T z) translate(mat4x4<T> const & m, T x, T y, T z) @endlink
/// - @link translate(detail::tvec3<T> const & v) translate(vec3<T> const & v) @endlink
/// @see - gtx_transform
// - @ref template <typename T> detail::tmat4x4<T> translate(T x, T y, T z)
// - @ref template <typename T> detail::tmat4x4<T> translate(detail::tmat4x4<T> const & m, T x, T y, T z)
// - @ref template <typename T> detail::tmat4x4<T> translate(detail::tvec3<T> const & v)
template <typename T>
detail::tmat4x4<T> translate(
detail::tmat4x4<T> 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<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
/// - @link rotate(T angle, detail::tvec3<T> const & v) rotate(T const & angle, vec3<T> 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<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
// - @link glm::rotate(T angle, detail::tvec3<T> const & v) rotate(T const & angle, vec3<T> const & v) @endlink
template <typename T>
detail::tmat4x4<T> rotate(
detail::tmat4x4<T> 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<T> const & m, T x, T y, T z) scale(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
/// - @link scale(detail::tvec3<T> const & v) scale(vec3<T> 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<T> const & m, T x, T y, T z) scale(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
// - @link scale(detail::tvec3<T> const & v) scale(vec3<T> const & v) @endlink
template <typename T>
detail::tmat4x4<T> scale(
detail::tmat4x4<T> const & m,
detail::tvec3<T> 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 <typename T>
detail::tmat4x4<T> 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 <typename T>
detail::tmat4x4<T> ortho(
T const & left,
@ -183,8 +183,8 @@ namespace glm
detail::tvec4<U> 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)

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@ -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 <typename T>
detail::tmat4x4<T> 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 <typename T>
detail::tmat4x4<T> translate(
detail::tmat4x4<T> 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 <typename T>
detail::tmat4x4<T> translate(
detail::tvec3<T> 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 <typename T>
detail::tmat4x4<T> 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 <typename T>
detail::tmat4x4<T> 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 <typename T>
detail::tmat4x4<T> rotate(
detail::tmat4x4<T> 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 <typename T>
detail::tmat4x4<T> 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 <typename T>
detail::tmat4x4<T> scale(
detail::tmat4x4<T> 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 <typename T>
detail::tmat4x4<T> scale(
detail::tvec3<T> const & v);