Improved the clarity of doxygen comments

This commit is contained in:
Robert Osfield
2011-09-12 12:04:46 +00:00
parent 4b6593b211
commit 22dd9df78b

View File

@@ -43,14 +43,14 @@ class OSG_EXPORT GraphicsContext : public Object
/** Read the DISPLAY environmental variable, and set the ScreenIdentifier accordingly.
* Note, if either of displayNum or screenNum are not defined then -1 is set respectively to
* signify the this parameter has not been set. When parameters are undefined one can call
* call setUndefinedScreenDetalstoDefaultScreen() method after readDISPLAY() to ensure valid values. */
* signify that this parameter has not been set. When parameters are undefined one can call
* call setUndefinedScreenDetailsToDefaultScreen() after readDISPLAY() to ensure valid values. */
void readDISPLAY();
/** Set the screenIndentifier from the displayName string.
* Note, if either of displayNum or screenNum are not defined then -1 is set respectively to
* signify the this parameter has not been set. When parameters are undefined one can call
* call setUndefinedScreenDetalstoDefaultScreen() method after readDISPLAY() to ensure valid values. */
* Note, if either of displayNum or screenNum are not defined then -1 is set to
* signify that this parameter has not been set. When parameters are undefined one can call
* call setUndefinedScreenDetailsToDefaultScreen() after readDISPLAY() to ensure valid values. */
void setScreenIdentifier(const std::string& displayName);
/** Set any undefined displayNum or screenNum values (i.e. -1) to the default display & screen of 0 respectively.*/
@@ -304,8 +304,8 @@ class OSG_EXPORT GraphicsContext : public Object
inline const Vec4& getClearColor() const { return _clearColor; }
/** Set the clear mask used in glClear(..).
* Defaults to 0 - so no clear is done by default by the GraphicsContext, instead the Camera's attached the GraphicsContext will do the clear.
* GraphicsContext::setClearMask() is useful for when the Camera's Viewports don't conver the whole context, so the context will fill in the gaps. */
* Defaults to 0 - so no clear is done by default by the GraphicsContext, instead the Cameras attached to the GraphicsContext will do the clear.
* GraphicsContext::setClearMask() is useful for when the Camera Viewports don't cover the whole context, so the context will fill in the gaps. */
inline void setClearMask(GLbitfield mask) { _clearMask = mask; }
/** Get the clear mask.*/