Removed warning, declared some parameter documentation

This commit is contained in:
Christophe Riccio 2011-09-09 12:26:32 +01:00
parent 10b7640186
commit f035982424
4 changed files with 78 additions and 19 deletions

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@ -60,9 +60,9 @@ namespace glm
/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
///
/// @param m Matrix multiplied by this translation matrix.
/// @param m Input matrix multiplied by this translation matrix.
/// @param v Coordinates of a translation vector.
/// @tparam T Value type used to build the translation matrix. Currently supported: half (not recommanded), float or double.
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @code
/// #include <glm/glm.hpp>
/// #include <glm/gtc/matrix_transform.hpp>
@ -85,6 +85,10 @@ namespace glm
/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
///
/// @param m Input matrix multiplied by this rotation matrix.
/// @param angle Rotation angle expressed in degrees.
/// @param axis Rotation axis, recommanded to be normalized.
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
/// @see gtx_transform
/// @see - rotate(T angle, T x, T y, T z)
@ -94,10 +98,13 @@ namespace glm
detail::tmat4x4<T> rotate(
detail::tmat4x4<T> const & m,
T const & angle,
detail::tvec3<T> const & v);
detail::tvec3<T> const & axis);
/// Builds a scale 4 * 4 matrix created from 3 scalars.
///
/// @param m Input matrix multiplied by this scale matrix.
/// @param v Ratio of scaling for each axis.
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
/// @see gtx_transform
/// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
@ -110,6 +117,13 @@ namespace glm
/// Creates a matrix for an orthographic parallel viewing volume.
///
/// @param left
/// @param right
/// @param bottom
/// @param top
/// @param zNear
/// @param zFar
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
template <typename T>
@ -123,6 +137,11 @@ namespace glm
/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
///
/// @param left
/// @param right
/// @param bottom
/// @param top
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
template <typename T>
@ -134,6 +153,13 @@ namespace glm
/// Creates a frustum matrix.
///
/// @param left
/// @param right
/// @param bottom
/// @param top
/// @param near
/// @param far
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> frustum(
@ -141,46 +167,71 @@ namespace glm
T const & right,
T const & bottom,
T const & top,
T const & nearVal,
T const & farVal);
T const & near,
T const & far);
/// Creates a matrix for a symetric perspective-view frustum.
///
/// @param fovy
/// @param aspect
/// @param near
/// @param far
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> perspective(
T const & fovy,
T const & aspect,
T const & zNear,
T const & zFar);
T const & near,
T const & far);
/// Builds a perspective projection matrix based on a field of view.
///
/// @param fov
/// @param width
/// @param height
/// @param near
/// @param far
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template <typename valType>
detail::tmat4x4<valType> perspectiveFov(
valType const & fov,
valType const & width,
valType const & height,
valType const & zNear,
valType const & zFar);
valType const & near,
valType const & far);
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
///
/// @param fovy
/// @param aspect
/// @param near
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> infinitePerspective(
T fovy, T aspect, T zNear);
T fovy, T aspect, T near);
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
///
/// @param fovy
/// @param aspect
/// @param near
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> tweakedInfinitePerspective(
T fovy, T aspect, T zNear);
T fovy, T aspect, T near);
/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
///
/// @param obj
/// @param model
/// @param proj
/// @param viewport
/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
/// @tparam U Currently supported: Floating-point types and integer types.
/// @see gtc_matrix_transform
template <typename T, typename U>
detail::tvec3<T> project(
@ -191,6 +242,12 @@ namespace glm
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
///
/// @param win
/// @param model
/// @param proj
/// @param viewport
/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
/// @tparam U Currently supported: Floating-point types and integer types.
/// @see gtc_matrix_transform
template <typename T, typename U>
detail::tvec3<T> unProject(
@ -201,6 +258,11 @@ namespace glm
/// Define a picking region
///
/// @param center
/// @param delta
/// @param viewport
/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
/// @tparam U Currently supported: Floating-point types and integer types.
/// @see gtc_matrix_transform
template <typename T, typename U>
detail::tmat4x4<T> pickMatrix(
@ -210,11 +272,11 @@ namespace glm
/// Build a look at view matrix.
///
/// @see gtc_matrix_transform
/// @see - 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)
/// @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)
/// @see gtc_matrix_transform
/// @see - 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)
template <typename T>
detail::tmat4x4<T> lookAt(
detail::tvec3<T> const & eye,

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@ -32,7 +32,6 @@ namespace gli
texture2D::dimensions_type LevelDimensions = Result[Level + 0].dimensions() >> texture2D::dimensions_type(1);
LevelDimensions = glm::max(LevelDimensions, texture2D::dimensions_type(1));
texture2D::size_type ValueSize = Result[Level + 0].value_size();
texture2D::size_type Components = Result[Level + 0].components();
texture2D::data_type DataDst(glm::compMul(LevelDimensions) * Components);

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@ -165,9 +165,7 @@ namespace gli
Data((glm::compMul(Dimensions) * detail::sizeBitPerPixel(Format)) >> 3),
Dimensions(Dimensions),
Format(Format)
{
std::size_t Size = (glm::compMul(Dimensions) * detail::sizeBitPerPixel(Format)) >> 3;
}
{}
inline image2D::image2D
(

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@ -168,12 +168,12 @@ int test_half_ctor_vec2()
int test_half_ctor_vec3()
{
return 0;
}
int test_half_ctor_vec4()
{
return 0;
}
int main()