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Use <literal> not <pre> in the comments
Comments are interpreted as docbook snippets and <pre> is from html. The closest maching tag for inline content seems to be <literal>. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 66c9f26dfb3133f43d319128d6636f793a1ceb4a)
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@ -56,10 +56,10 @@ G_BEGIN_DECLS
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* @name: The name of the attribute (used to reference it from GLSL)
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* @name: The name of the attribute (used to reference it from GLSL)
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* @stride: The number of bytes to jump to get to the next attribute
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* @stride: The number of bytes to jump to get to the next attribute
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* value for the next vertex. (Usually
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* value for the next vertex. (Usually
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* <pre>sizeof (MyVertex)</pre>)
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* <literal>sizeof (MyVertex)</literal>)
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* @offset: The byte offset from the start of @attribute_buffer for
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* @offset: The byte offset from the start of @attribute_buffer for
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* the first attribute value. (Usually
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* the first attribute value. (Usually
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* <pre>offsetof (MyVertex, component0)</pre>
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* <literal>offsetof (MyVertex, component0)</literal>
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* @components: The number of components (e.g. 4 for an rgba color or
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* @components: The number of components (e.g. 4 for an rgba color or
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* 3 for and (x,y,z) position)
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* 3 for and (x,y,z) position)
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* @type: FIXME
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* @type: FIXME
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@ -95,23 +95,22 @@ G_BEGIN_DECLS
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* ]|
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* ]|
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*
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*
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* In this case, to describe either the position or texture coordinate
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* In this case, to describe either the position or texture coordinate
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* attribute you have to move <pre>sizeof (MyVertex)</pre> bytes to
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* attribute you have to move <literal>sizeof (MyVertex)</literal> bytes to
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* move from one vertex to the next. This is called the attribute
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* move from one vertex to the next. This is called the attribute
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* @stride. If you weren't interleving attributes and you instead had
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* @stride. If you weren't interleving attributes and you instead had
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* a packed array of float x, y pairs then the attribute stride would
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* a packed array of float x, y pairs then the attribute stride would
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* be <pre>(2 * sizeof (float))</pre>. So the @stride is the number of
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* be <literal>(2 * sizeof (float))</literal>. So the @stride is the number of
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* bytes to move to find the attribute value of the next vertex.
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* bytes to move to find the attribute value of the next vertex.
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*
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*
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* Normally a list of attributes starts at the beginning of an array.
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* Normally a list of attributes starts at the beginning of an array.
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* So for the <pre>MyVertex</pre> example above the @offset is the
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* So for the <literal>MyVertex</literal> example above the @offset is the
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* offset inside the <pre>MyVertex</pre> structure to the first
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* offset inside the <literal>MyVertex</literal> structure to the first
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* component of the attribute. For the texture coordinate attribute
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* component of the attribute. For the texture coordinate attribute
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* the offset would be <pre>offsetof (MyVertex, s)</pre> or instead of
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* the offset would be <literal>offsetof (MyVertex, s)</literal> or instead of
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* using the offsetof macro you could use <pre>sizeof (float) * 3</pre>.
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* using the offsetof macro you could use <literal>sizeof (float) *
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* If you've divided your @array into blocks of non-interleved
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* 3</literal>. If you've divided your @array into blocks of non-interleved
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* attributes then you will need to calculate the @offset as the
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* attributes then you will need to calculate the @offset as the number of
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* number of bytes in blocks preceding the attribute you're
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* bytes in blocks preceding the attribute you're describing.
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* describing.
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*
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*
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* An attribute often has more than one component. For example a color
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* An attribute often has more than one component. For example a color
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* is often comprised of 4 red, green, blue and alpha @components, and a
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* is often comprised of 4 red, green, blue and alpha @components, and a
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@ -59,7 +59,7 @@ G_BEGIN_DECLS
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* component. The scalar component is normally referred to as w and the
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* component. The scalar component is normally referred to as w and the
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* vector might either be referred to as v or a (for axis) or expanded
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* vector might either be referred to as v or a (for axis) or expanded
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* with the individual components: (x, y, z) A full quaternion would
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* with the individual components: (x, y, z) A full quaternion would
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* then be written as <pre>[w (x, y, z)]</pre>.
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* then be written as <literal>[w (x, y, z)]</literal>.
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*
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*
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* Quaternions can be considered to represent an axis and angle
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* Quaternions can be considered to represent an axis and angle
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* pair although sadly these numbers are buried somewhat under some
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* pair although sadly these numbers are buried somewhat under some
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