Docs: doxy corrections

This commit is contained in:
Campbell Barton 2015-07-31 22:59:02 +10:00
parent 12b7850d4f
commit 03f00eb91d
10 changed files with 14 additions and 18 deletions

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@ -134,7 +134,7 @@ void MEM_CacheLimiter_unref(MEM_CacheLimiterHandleC *handle);
/**
* Get reference counter.
*
* @param This "This" pointer, handle of object
* @param handle of object
*/
int MEM_CacheLimiter_get_refcount(MEM_CacheLimiterHandleC *handle);

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@ -37,7 +37,7 @@
* \note These macros follow STACK_* macros defined in 'BLI_utildefines.h'
* and should be kept (mostly) interchangeable.
*
* \note _##var##_type is a dummy var only used for typechecks.
* \note ``_##var##_type`` is a dummy variable only used for typechecks.
*/
/* -------------------------------------------------------------------- */

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@ -32,7 +32,7 @@
* (a queue for fixed length generally small) structures.
*
* \note Only use this if you need (first-in-first-out),
* otherwise #BLI_stack is more efficient (first-in-last-out).
* otherwise #BLI_Stack is more efficient (first-in-last-out).
*/
#include <string.h>

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@ -107,7 +107,8 @@
* \subsection bm_iter_api Iterator API
*
* Most topological queries in BMesh go through an iterator API (see Queries above).
* These are defined in bmesh_iterators.h. If you can, please use the #BM_ITER macro in bmesh_iterators.h
* These are defined in bmesh_iterators.h.
* If you can, please use the #BM_ITER_MESH, #BM_ITER_ELEM macros in bmesh_iterators.h
*
*
* \subsection bm_walker_api Walker API
@ -161,7 +162,7 @@
* - integer - #BMO_OP_SLOT_INT
* - boolean - #BMO_OP_SLOT_BOOL
* - float - #BMO_OP_SLOT_FLT
* - pointer - #BMO_OP_SLOT_PNT
* - pointer - #BMO_OP_SLOT_PTR
* - matrix - #BMO_OP_SLOT_MAT
* - vector - #BMO_OP_SLOT_VEC
* - buffer - #BMO_OP_SLOT_ELEMENT_BUF - a list of verts/edges/faces.

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@ -99,7 +99,7 @@ static float bm_face_calc_poly_normal(const BMFace *f, float n[3])
/**
* \brief COMPUTE POLY NORMAL (BMFace)
*
* Same as #calc_poly_normal and #bm_face_calc_poly_normal
* Same as #bm_face_calc_poly_normal
* but takes an array of vertex locations.
*/
static float bm_face_calc_poly_normal_vertex_cos(

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@ -133,7 +133,7 @@ Object *ED_view3d_cameracontrol_object_get(View3DCameraControl *vctrl)
/**
* Creates a #View3DControl handle and sets up
* Creates a #View3DCameraControl handle and sets up
* the view for first-person style navigation.
*/
struct View3DCameraControl *ED_view3d_cameracontrol_acquire(

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@ -6313,7 +6313,7 @@ static bool createEdgeSlideVerts_double_side(TransInfo *t)
}
/**
* A simple version of #createEdgeSlideVerts
* A simple version of #createEdgeSlideVerts_double_side
* Which assumes the longest unselected.
*/
static bool createEdgeSlideVerts_single_side(TransInfo *t)

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@ -64,7 +64,7 @@
*
* Create a structDNA: only needed when one of the input include (.h) files change.
* File Syntax:
* <pre>
* \code{.unparsed}
* SDNA (4 bytes) (magic number)
* NAME (4 bytes)
* <nr> (4 bytes) amount of names (int)
@ -86,7 +86,7 @@
* STRC (4 bytes)
* <nr> amount of structs (int)
* <typenr><nr_of_elems> <typenr><namenr> <typenr><namenr> ...
*</pre>
* \endcode
*
* **Remember to read/write integer and short aligned!**
*

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@ -435,9 +435,7 @@
/* -------------------------------------------------------------------- */
/** \name Forward Declarations
* \{ */
/* Forward Declarations */
static PyObject *Buffer_new(PyTypeObject *type, PyObject *args, PyObject *kwds);
static PyObject *Method_ShaderSource(PyObject *self, PyObject *args);
@ -452,8 +450,6 @@ static int Buffer_ass_slice(Buffer *self, int begin, int end, PyObject *seq);
static PyObject *Buffer_subscript(Buffer *self, PyObject *item);
static int Buffer_ass_subscript(Buffer *self, PyObject *item, PyObject *value);
/** \} */
/* -------------------------------------------------------------------- */
@ -756,7 +752,7 @@ static PyObject *Buffer_new(PyTypeObject *UNUSED(type), PyObject *args, PyObject
return (PyObject *)buffer;
}
/*@ Buffer sequence methods */
/* Buffer sequence methods */
static int Buffer_len(Buffer *self)
{

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@ -56,8 +56,7 @@ void threaded_makeshadowbufs(struct Render *re);
float testshadowbuf(struct Render *re, struct ShadBuf *shb, const float rco[3], const float dxco[3], const float dyco[3], float inp, float mat_bias);
/**
* Determines the shadow factor for lamp <lar>, between <p1>
* and <p2>. (Which CS?)
* Determines the shadow factor for lamp \a lar, between \a p1 and \a p2. (Which CS?)
*/
float shadow_halo(LampRen *lar, const float p1[3], const float p2[3]);