diff --git a/filament/include/filament/RenderableManager.h b/filament/include/filament/RenderableManager.h index 3c3a9a526a..e1bc7f03d9 100644 --- a/filament/include/filament/RenderableManager.h +++ b/filament/include/filament/RenderableManager.h @@ -161,13 +161,13 @@ public: Builder& material(size_t index, MaterialInstance const* materialInstance) noexcept; /** - * The axis aligned bounding box of the renderable. + * The axis-aligned bounding box of the renderable. * * This is an object-space AABB used for frustum culling. For skinning and morphing, this * should encompass all possible vertex positions. It is mandatory unless culling is * disabled for the renderable. * - * See also computeAABB(). + * \see computeAABB() */ Builder& boundingBox(const Box& axisAlignedBoundingBox) noexcept; @@ -197,7 +197,7 @@ public: * avoid using a separate View for the HUD. Note that priority is completely orthogonal to * Builder::layerMask, which merely controls visibility. * - * See also Builder::blendOrder(). + * \see Builder::blendOrder() * * The priority is clamped to the range [0..7], defaults to 4; 7 is lowest priority * (rendered last). @@ -303,45 +303,51 @@ public: /** * Changes the bounding box used for frustum culling. * - * See also Builder::boundingBox() and RenderableManager::getAxisAlignedBoundingBox(). + * \see Builder::boundingBox() + * \see RenderableManager::getAxisAlignedBoundingBox() */ void setAxisAlignedBoundingBox(Instance instance, const Box& aabb) noexcept; /** * Changes the visibility bits. * - * See also Builder::layerMask() and View::setVisibleLayers(). + * \see Builder::layerMask() + * \see View::setVisibleLayers(). */ void setLayerMask(Instance instance, uint8_t select, uint8_t values) noexcept; /** * Changes the coarse-level draw ordering. * - * See also Builder::priority(). + * \see Builder::priority(). */ void setPriority(Instance instance, uint8_t priority) noexcept; /** * Changes whether or not the renderable casts shadows. * - * See also Builder::castShadows(). + * \see Builder::castShadows() */ void setCastShadows(Instance instance, bool enable) noexcept; /** * Changes whether or not the renderable can receive shadows. * - * See also Builder::receiveShadows(). + * \see Builder::receiveShadows() */ void setReceiveShadows(Instance instance, bool enable) noexcept; /** - * Checks if the renderable can cast shadows. See also Builder::castShadows(). + * Checks if the renderable can cast shadows. + * + * \see Builder::castShadows(). */ bool isShadowCaster(Instance instance) const noexcept; /** - * Checks if the renderable can receive shadows. See also Builder::receiveShadows(). + * Checks if the renderable can receive shadows. + * + * \see Builder::receiveShadows(). */ bool isShadowReceiver(Instance instance) const noexcept; @@ -365,7 +371,8 @@ public: /** * Gets the bounding box used for frustum culling. * - * See also Builder::boundingBox() and RenderableManager::setAxisAlignedBoundingBox(). + * \see Builder::boundingBox() + * \see RenderableManager::setAxisAlignedBoundingBox() */ const Box& getAxisAlignedBoundingBox(Instance instance) const noexcept; @@ -377,7 +384,7 @@ public: /** * Changes the material instance binding for the given primitive. * - * See also Builder::material(). + * \see Builder::material() */ void setMaterialInstanceAt(Instance instance, size_t primitiveIndex, MaterialInstance const* materialInstance) noexcept; @@ -390,7 +397,7 @@ public: /** * Changes the geometry for the given primitive. * - * See also Builder::geometry(). + * \see Builder::geometry() */ void setGeometryAt(Instance instance, size_t primitiveIndex, PrimitiveType type, VertexBuffer* vertices, IndexBuffer* indices, @@ -399,7 +406,7 @@ public: /** * Changes the active range of indices or topology for the given primitive. * - * See also Builder::geometry(). + * \see Builder::geometry() */ void setGeometryAt(Instance instance, size_t primitiveIndex, PrimitiveType type, size_t offset, size_t count) noexcept; @@ -407,7 +414,7 @@ public: /** * Changes the ordering index for blended primitives that all live at the same Z value. * - * See also Builder::blendOrder(). + * \see Builder::blendOrder() * * @param instance the renderable of interest * @param primitiveIndex the primitive of interest diff --git a/libs/utils/include/utils/NameComponentManager.h b/libs/utils/include/utils/NameComponentManager.h index 826818c736..16540e1a8f 100644 --- a/libs/utils/include/utils/NameComponentManager.h +++ b/libs/utils/include/utils/NameComponentManager.h @@ -59,11 +59,13 @@ private: * * Usage example: * - * auto names = new NameComponentManager(EntityManager::get()); - * names->addComponent(myEntity); - * names->setName(names->getInstance(myEntity), "Jeanne d'Arc"); - * ... - * printf("%s\n", names->getName(names->getInstance(myEntity)); + * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + * auto names = new NameComponentManager(EntityManager::get()); + * names->addComponent(myEntity); + * names->setName(names->getInstance(myEntity), "Jeanne d'Arc"); + * ... + * printf("%s\n", names->getName(names->getInstance(myEntity)); + * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ class NameComponentManager : public SingleInstanceComponentManager { public: