diff --git a/cogl/cogl-attribute.h b/cogl/cogl-attribute.h index f9316a661..701170779 100644 --- a/cogl/cogl-attribute.h +++ b/cogl/cogl-attribute.h @@ -56,10 +56,10 @@ G_BEGIN_DECLS * @name: The name of the attribute (used to reference it from GLSL) * @stride: The number of bytes to jump to get to the next attribute * value for the next vertex. (Usually - *
sizeof (MyVertex)
) + * sizeof (MyVertex)) * @offset: The byte offset from the start of @attribute_buffer for * the first attribute value. (Usually - *
offsetof (MyVertex, component0)
+ * offsetof (MyVertex, component0) * @components: The number of components (e.g. 4 for an rgba color or * 3 for and (x,y,z) position) * @type: FIXME @@ -95,23 +95,22 @@ G_BEGIN_DECLS * ]| * * In this case, to describe either the position or texture coordinate - * attribute you have to move
sizeof (MyVertex)
bytes to + * attribute you have to move sizeof (MyVertex) bytes to * move from one vertex to the next. This is called the attribute * @stride. If you weren't interleving attributes and you instead had * a packed array of float x, y pairs then the attribute stride would - * be
(2 * sizeof (float))
. So the @stride is the number of + * be (2 * sizeof (float)). So the @stride is the number of * bytes to move to find the attribute value of the next vertex. * * Normally a list of attributes starts at the beginning of an array. - * So for the
MyVertex
example above the @offset is the - * offset inside the
MyVertex
structure to the first + * So for the MyVertex example above the @offset is the + * offset inside the MyVertex structure to the first * component of the attribute. For the texture coordinate attribute - * the offset would be
offsetof (MyVertex, s)
or instead of - * using the offsetof macro you could use
sizeof (float) * 3
. - * If you've divided your @array into blocks of non-interleved - * attributes then you will need to calculate the @offset as the - * number of bytes in blocks preceding the attribute you're - * describing. + * the offset would be offsetof (MyVertex, s) or instead of + * using the offsetof macro you could use sizeof (float) * + * 3. If you've divided your @array into blocks of non-interleved + * attributes then you will need to calculate the @offset as the number of + * bytes in blocks preceding the attribute you're describing. * * An attribute often has more than one component. For example a color * is often comprised of 4 red, green, blue and alpha @components, and a diff --git a/cogl/cogl-quaternion.h b/cogl/cogl-quaternion.h index 2a0074198..7683633b0 100644 --- a/cogl/cogl-quaternion.h +++ b/cogl/cogl-quaternion.h @@ -59,7 +59,7 @@ G_BEGIN_DECLS * component. The scalar component is normally referred to as w and the * vector might either be referred to as v or a (for axis) or expanded * with the individual components: (x, y, z) A full quaternion would - * then be written as
[w (x, y, z)]
. + * then be written as [w (x, y, z)]. * * Quaternions can be considered to represent an axis and angle * pair although sadly these numbers are buried somewhat under some