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