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author | Damien Lespiau <damien.lespiau@intel.com> | 2012-06-20 14:30:03 +0100 |
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committer | Robert Bragg <robert@linux.intel.com> | 2012-08-06 14:27:45 +0100 |
commit | 4ad1e9b83af4051978f301ee2323c6bb7bf0378d (patch) | |
tree | adeb97c1126aedf7287c85954a3655c9248e5355 /cogl/cogl-attribute.h | |
parent | 829aafce9855f29a8c6fc9497ac41c1218fb72ed (diff) | |
download | cogl-4ad1e9b83af4051978f301ee2323c6bb7bf0378d.tar.gz |
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)
Diffstat (limited to 'cogl/cogl-attribute.h')
-rw-r--r-- | cogl/cogl-attribute.h | 23 |
1 files changed, 11 insertions, 12 deletions
diff --git a/cogl/cogl-attribute.h b/cogl/cogl-attribute.h index f9316a66..70117077 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 - * <pre>sizeof (MyVertex)</pre>) + * <literal>sizeof (MyVertex)</literal>) * @offset: The byte offset from the start of @attribute_buffer for * the first attribute value. (Usually - * <pre>offsetof (MyVertex, component0)</pre> + * <literal>offsetof (MyVertex, component0)</literal> * @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 <pre>sizeof (MyVertex)</pre> bytes to + * attribute you have to move <literal>sizeof (MyVertex)</literal> 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 <pre>(2 * sizeof (float))</pre>. So the @stride is the number of + * be <literal>(2 * sizeof (float))</literal>. 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 <pre>MyVertex</pre> example above the @offset is the - * offset inside the <pre>MyVertex</pre> structure to the first + * So for the <literal>MyVertex</literal> example above the @offset is the + * offset inside the <literal>MyVertex</literal> structure to the first * component of the attribute. For the texture coordinate attribute - * the offset would be <pre>offsetof (MyVertex, s)</pre> or instead of - * using the offsetof macro you could use <pre>sizeof (float) * 3</pre>. - * 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 <literal>offsetof (MyVertex, s)</literal> or instead of + * using the offsetof macro you could use <literal>sizeof (float) * + * 3</literal>. 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 |