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-rw-r--r--lib/wx/src/gen/glu.erl82
1 files changed, 42 insertions, 40 deletions
diff --git a/lib/wx/src/gen/glu.erl b/lib/wx/src/gen/glu.erl
index 2c82c9792f..dc64c3c3a7 100644
--- a/lib/wx/src/gen/glu.erl
+++ b/lib/wx/src/gen/glu.erl
@@ -1,7 +1,9 @@
+%% -*- coding: utf-8 -*-
+
%%
%% %CopyrightBegin%
%%
-%% Copyright Ericsson AB 2008-2012. All Rights Reserved.
+%% Copyright Ericsson AB 2008-2013. All Rights Reserved.
%%
%% The contents of this file are subject to the Erlang Public License,
%% Version 1.1, (the "License"); you may not use this file except in
@@ -91,19 +93,19 @@ tesselate({Nx,Ny,Nz}, Vs) ->
%% ).
%%
%% A series of mipmap levels from `Base' to `Max' is built by decimating `Data'
-%% in half until size 1*1 is reached. At each level, each texel in the halved mipmap
+%% in half until size 1×1 is reached. At each level, each texel in the halved mipmap
%% level is an average of the corresponding two texels in the larger mipmap level. {@link gl:texImage1D/8}
%% is called to load these mipmap levels from `Base' to `Max' . If `Max' is
%% larger than the highest mipmap level for the texture of the specified size, then a GLU
%% error code is returned (see {@link glu:errorString/1} ) and nothing is loaded.
%%
%% For example, if `Level' is 2 and `Width' is 16, the following levels are possible:
-%% 16*1, 8*1, 4*1, 2*1, 1*1. These correspond to levels 2 through 6 respectively.
-%% If `Base' is 3 and `Max' is 5, then only mipmap levels 8*1, 4*1 and 2*1
+%% 16×1, 8×1, 4×1, 2×1, 1×1. These correspond to levels 2 through 6 respectively.
+%% If `Base' is 3 and `Max' is 5, then only mipmap levels 8×1, 4×1 and 2×1
%% are loaded. However, if `Max' is 7, then an error is returned and nothing is loaded
%% since `Max' is larger than the highest mipmap level which is, in this case, 6.
%%
-%% The highest mipmap level can be derived from the formula log 2(width*2 level).
+%% The highest mipmap level can be derived from the formula log 2(width×2 level).
%%
%% See the {@link gl:texImage1D/8} reference page for a description of the acceptable values
%% for `Type' parameter. See the {@link gl:drawPixels/5} reference page for a description
@@ -134,13 +136,13 @@ build1DMipmapLevels(Target,InternalFormat,Width,Format,Type,Level,Base,Max,Data)
%% can fit the requested texture. If not, `Width' is continually halved until it fits.
%%
%% Next, a series of mipmap levels is built by decimating a copy of `Data' in half
-%% until size 1*1 is reached. At each level, each texel in the halved mipmap level is an
+%% until size 1×1 is reached. At each level, each texel in the halved mipmap level is an
%% average of the corresponding two texels in the larger mipmap level.
%%
%% {@link gl:texImage1D/8} is called to load each of these mipmap levels. Level 0 is a copy
%% of `Data' . The highest level is (log 2)(width). For example, if `Width' is 64 and the implementation
-%% can store a texture of this size, the following mipmap levels are built: 64*1, 32*1,
-%% 16*1, 8*1, 4*1, 2*1, and 1*1. These correspond to levels 0 through 6, respectively.
+%% can store a texture of this size, the following mipmap levels are built: 64×1, 32×1,
+%% 16×1, 8×1, 4×1, 2×1, and 1×1. These correspond to levels 0 through 6, respectively.
%%
%%
%% See the {@link gl:texImage1D/8} reference page for a description of the acceptable values
@@ -163,22 +165,22 @@ build1DMipmaps(Target,InternalFormat,Width,Format,Type,Data) ->
%% ).
%%
%% A series of mipmap levels from `Base' to `Max' is built by decimating `Data'
-%% in half along both dimensions until size 1*1 is reached. At each level, each texel
+%% in half along both dimensions until size 1×1 is reached. At each level, each texel
%% in the halved mipmap level is an average of the corresponding four texels in the larger
%% mipmap level. (In the case of rectangular images, the decimation will ultimately reach
-%% an N*1 or 1*N configuration. Here, two texels are averaged instead.) {@link gl:texImage2D/9}
+%% an N×1 or 1×N configuration. Here, two texels are averaged instead.) {@link gl:texImage2D/9}
%% is called to load these mipmap levels from `Base' to `Max' . If `Max' is
%% larger than the highest mipmap level for the texture of the specified size, then a GLU
%% error code is returned (see {@link glu:errorString/1} ) and nothing is loaded.
%%
%% For example, if `Level' is 2 and `Width' is 16 and `Height' is 8, the
-%% following levels are possible: 16*8, 8*4, 4*2, 2*1, 1*1. These correspond to
+%% following levels are possible: 16×8, 8×4, 4×2, 2×1, 1×1. These correspond to
%% levels 2 through 6 respectively. If `Base' is 3 and `Max' is 5, then only mipmap
-%% levels 8*4, 4*2, and 2*1 are loaded. However, if `Max' is 7, then an error is
+%% levels 8×4, 4×2, and 2×1 are loaded. However, if `Max' is 7, then an error is
%% returned and nothing is loaded since `Max' is larger than the highest mipmap level
%% which is, in this case, 6.
%%
-%% The highest mipmap level can be derived from the formula log 2(max(width height)*2 level).
+%% The highest mipmap level can be derived from the formula log 2(max(width height)×2 level).
%%
%% See the {@link gl:texImage1D/8} reference page for a description of the acceptable values
%% for `Format' parameter. See the {@link gl:drawPixels/5} reference page for a description
@@ -214,15 +216,15 @@ build2DMipmapLevels(Target,InternalFormat,Width,Height,Format,Type,Level,Base,Ma
%% .)
%%
%% Next, a series of mipmap levels is built by decimating a copy of `Data' in half
-%% along both dimensions until size 1*1 is reached. At each level, each texel in the halved
+%% along both dimensions until size 1×1 is reached. At each level, each texel in the halved
%% mipmap level is an average of the corresponding four texels in the larger mipmap level.
-%% (In the case of rectangular images, the decimation will ultimately reach an N*1 or 1*N
+%% (In the case of rectangular images, the decimation will ultimately reach an N×1 or 1×N
%% configuration. Here, two texels are averaged instead.)
%%
%% {@link gl:texImage2D/9} is called to load each of these mipmap levels. Level 0 is a copy
%% of `Data' . The highest level is (log 2)(max(width height)). For example, if `Width' is 64 and `Height'
%% is 16 and the implementation can store a texture of this size, the following mipmap levels
-%% are built: 64*16, 32*8, 16*4, 8*2, 4*1, 2*1, and 1*1 These correspond to
+%% are built: 64×16, 32×8, 16×4, 8×2, 4×1, 2×1, and 1×1 These correspond to
%% levels 0 through 6, respectively.
%%
%% See the {@link gl:texImage1D/8} reference page for a description of the acceptable values
@@ -245,7 +247,7 @@ build2DMipmaps(Target,InternalFormat,Width,Height,Format,Type,Data) ->
%% ).
%%
%% A series of mipmap levels from `Base' to `Max' is built by decimating `Data'
-%% in half along both dimensions until size 1*1*1 is reached. At each level, each texel
+%% in half along both dimensions until size 1×1×1 is reached. At each level, each texel
%% in the halved mipmap level is an average of the corresponding eight texels in the larger
%% mipmap level. (If exactly one of the dimensions is 1, four texels are averaged. If exactly
%% two of the dimensions are 1, two texels are averaged.) {@link gl:texImage3D/10} is called
@@ -254,13 +256,13 @@ build2DMipmaps(Target,InternalFormat,Width,Height,Format,Type,Data) ->
%% is returned (see {@link glu:errorString/1} ) and nothing is loaded.
%%
%% For example, if `Level' is 2 and `Width' is 16, `Height' is 8 and `Depth'
-%% is 4, the following levels are possible: 16*8*4, 8*4*2, 4*2*1, 2*1*1, 1*1*1.
+%% is 4, the following levels are possible: 16×8×4, 8×4×2, 4×2×1, 2×1×1, 1×1×1.
%% These correspond to levels 2 through 6 respectively. If `Base' is 3 and `Max'
-%% is 5, then only mipmap levels 8*4*2, 4*2*1, and 2*1*1 are loaded. However, if `Max'
+%% is 5, then only mipmap levels 8×4×2, 4×2×1, and 2×1×1 are loaded. However, if `Max'
%% is 7, then an error is returned and nothing is loaded, since `Max' is larger than
%% the highest mipmap level which is, in this case, 6.
%%
-%% The highest mipmap level can be derived from the formula log 2(max(width height depth)*2 level).
+%% The highest mipmap level can be derived from the formula log 2(max(width height depth)×2 level).
%%
%% See the {@link gl:texImage1D/8} reference page for a description of the acceptable values
%% for `Format' parameter. See the {@link gl:drawPixels/5} reference page for a description
@@ -295,7 +297,7 @@ build3DMipmapLevels(Target,InternalFormat,Width,Height,Depth,Format,Type,Level,B
%% it fits.
%%
%% Next, a series of mipmap levels is built by decimating a copy of `Data' in half
-%% along all three dimensions until size 1*1*1 is reached. At each level, each texel in
+%% along all three dimensions until size 1×1×1 is reached. At each level, each texel in
%% the halved mipmap level is an average of the corresponding eight texels in the larger
%% mipmap level. (If exactly one of the dimensions is 1, four texels are averaged. If exactly
%% two of the dimensions are 1, two texels are averaged.)
@@ -303,8 +305,8 @@ build3DMipmapLevels(Target,InternalFormat,Width,Height,Depth,Format,Type,Level,B
%% {@link gl:texImage3D/10} is called to load each of these mipmap levels. Level 0 is a copy
%% of `Data' . The highest level is (log 2)(max(width height depth)). For example, if `Width' is 64, `Height'
%% is 16, and `Depth' is 32, and the implementation can store a texture of this size,
-%% the following mipmap levels are built: 64*16*32, 32*8*16, 16*4*8, 8*2*4, 4*1*2,
-%% 2*1*1, and 1*1*1. These correspond to levels 0 through 6, respectively.
+%% the following mipmap levels are built: 64×16×32, 32×8×16, 16×4×8, 8×2×4, 4×1×2,
+%% 2×1×1, and 1×1×1. These correspond to levels 0 through 6, respectively.
%%
%% See the {@link gl:texImage1D/8} reference page for a description of the acceptable values
%% for `Format' parameter. See the {@link gl:drawPixels/5} reference page for a description
@@ -334,7 +336,7 @@ checkExtension(ExtName,ExtString) ->
%% @doc Draw a cylinder
%%
%% ``glu:cylinder'' draws a cylinder oriented along the `z' axis. The base of the
-%% cylinder is placed at `z' = 0 and the top at z= height. Like a sphere, a cylinder
+%% cylinder is placed at `z' = 0 and the top at z=height. Like a sphere, a cylinder
%% is subdivided around the `z' axis into slices and along the `z' axis into stacks.
%%
%%
@@ -380,7 +382,7 @@ deleteQuadric(Quad) ->
%% the -`z' axis.
%%
%% If texturing has been turned on (with {@link glu:quadricTexture/2} ), texture coordinates
-%% are generated linearly such that where r= outer, the value at (`r', 0, 0) is (1,
+%% are generated linearly such that where r=outer, the value at (`r', 0, 0) is (1,
%% 0.5), at (0, `r', 0) it is (0.5, 1), at (-`r', 0, 0) it is (0, 0.5), and at
%% (0, -`r', 0) it is (0.5, 0).
%%
@@ -451,11 +453,11 @@ getString(Name) ->
%%
%% Let `UP' be the vector (upX upY upZ).
%%
-%% Then normalize as follows: f= F/(||F||)
+%% Then normalize as follows: f=F/(||F||)
%%
-%% UP"= UP/(||UP||)
+%% UP"=UP/(||UP||)
%%
-%% Finally, let s= f*UP", and u= s*f.
+%% Finally, let s=f×UP", and u=s×f.
%%
%% M is then constructed as follows: M=(s[0] s[1] s[2] 0 u[0] u[1] u[2] 0-f[0]-f[1]-f[2] 0 0 0 0 1)
%%
@@ -481,7 +483,7 @@ newQuadric() ->
%% @doc Define a 2D orthographic projection matrix
%%
%% ``glu:ortho2D'' sets up a two-dimensional orthographic viewing region. This is equivalent
-%% to calling {@link gl:ortho/6} with near= -1 and far= 1.
+%% to calling {@link gl:ortho/6} with near=-1 and far=1.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/gluOrtho2D.xml">external</a> documentation.
-spec ortho2D(Left, Right, Bottom, Top) -> ok when Left :: float(),Right :: float(),Bottom :: float(),Top :: float().
@@ -490,7 +492,7 @@ ortho2D(Left,Right,Bottom,Top) ->
%% @doc Draw an arc of a disk
%%
-%% ``glu:partialDisk'' renders a partial disk on the z= 0 plane. A partial disk is similar
+%% ``glu:partialDisk'' renders a partial disk on the z=0 plane. A partial disk is similar
%% to a full disk, except that only the subset of the disk from `Start' through `Start'
%% + `Sweep' is included (where 0 degrees is along the +f2yf axis, 90 degrees along
%% the +`x' axis, 180 degrees along the -`y' axis, and 270 degrees along the -`x'
@@ -508,7 +510,7 @@ ortho2D(Left,Right,Bottom,Top) ->
%% Otherwise, they point along the -`z' axis.
%%
%% If texturing is turned on (with {@link glu:quadricTexture/2} ), texture coordinates are
-%% generated linearly such that where r= outer, the value at (`r', 0, 0) is (1.0,
+%% generated linearly such that where r=outer, the value at (`r', 0, 0) is (1.0,
%% 0.5), at (0, `r', 0) it is (0.5, 1.0), at (-`r', 0, 0) it is (0.0, 0.5), and
%% at (0, -`r', 0) it is (0.5, 0.0).
%%
@@ -521,7 +523,7 @@ partialDisk(Quad,Inner,Outer,Slices,Loops,Start,Sweep) ->
%%
%% ``glu:perspective'' specifies a viewing frustum into the world coordinate system. In
%% general, the aspect ratio in ``glu:perspective'' should match the aspect ratio of the
-%% associated viewport. For example, aspect= 2.0 means the viewer's angle of view is twice
+%% associated viewport. For example, aspect=2.0 means the viewer's angle of view is twice
%% as wide in `x' as it is in `y'. If the viewport is twice as wide as it is tall,
%% it displays the image without distortion.
%%
@@ -532,9 +534,9 @@ partialDisk(Quad,Inner,Outer,Slices,Loops,Start,Sweep) ->
%%
%% Given `f' defined as follows:
%%
-%% f= cotangent(fovy/2) The generated matrix is
+%% f=cotangent(fovy/2) The generated matrix is
%%
-%% (f/aspect 0 0 0 0 f 0 0 0 0(zFar+zNear)/(zNear-zFar)(2*zFar*zNear)/(zNear-zFar) 0 0 -1 0)
+%% (f/aspect 0 0 0 0 f 0 0 0 0(zFar+zNear)/(zNear-zFar)(2×zFar×zNear)/(zNear-zFar) 0 0 -1 0)
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/gluPerspective.xml">external</a> documentation.
-spec perspective(Fovy, Aspect, ZNear, ZFar) -> ok when Fovy :: float(),Aspect :: float(),ZNear :: float(),ZFar :: float().
@@ -577,16 +579,16 @@ pickMatrix(X,Y,DelX,DelY,{V1,V2,V3,V4}) ->
%% To compute the coordinates, let v=(objX objY objZ 1.0) represented as a matrix with 4 rows and 1 column.
%% Then ``glu:project'' computes v" as follows:
%%
-%% v"= P*M*v
+%% v"=P×M×v
%%
%% where P is the current projection matrix `Proj' and M is the current modelview
-%% matrix `Model' (both represented as 4*4 matrices in column-major order).
+%% matrix `Model' (both represented as 4×4 matrices in column-major order).
%%
%% The window coordinates are then computed as follows:
%%
-%% winX= view(0)+view(2)*(v"(0)+1)/2
+%% winX=view(0)+view(2)×(v"(0)+1)/2
%%
-%% winY= view(1)+view(3)*(v"(1)+1)/2
+%% winY=view(1)+view(3)×(v"(1)+1)/2
%%
%% winZ=(v"(2)+1)/2
%%
@@ -703,7 +705,7 @@ scaleImage(Format,WIn,HIn,TypeIn,DataIn,WOut,HOut,TypeOut,DataOut) ->
%% point toward the center of the sphere.
%%
%% If texturing is turned on (with {@link glu:quadricTexture/2} ), then texture coordinates
-%% are generated so that `t' ranges from 0.0 at z=-radius to 1.0 at z= radius (`t'
+%% are generated so that `t' ranges from 0.0 at z=-radius to 1.0 at z=radius (`t'
%% increases linearly along longitudinal lines), and `s' ranges from 0.0 at the +`y'
%% axis, to 0.25 at the +`x' axis, to 0.5 at the -`y' axis, to 0.75 at the -`x'
%% axis, and back to 1.0 at the +`y' axis.
@@ -723,7 +725,7 @@ sphere(Quad,Radius,Slices,Stacks) ->
%% To compute the coordinates (objX objY objZ), ``glu:unProject'' multiplies the normalized device coordinates
%% by the inverse of `Model' * `Proj' as follows:
%%
-%% (objX objY objZ W)= INV(P M) ((2(winX-view[0]))/(view[2])-1(2(winY-view[1]))/(view[3])-1 2(winZ)-1 1) INV denotes matrix inversion. W is an unused variable, included for consistent
+%% (objX objY objZ W)=INV(P M) ((2(winX-view[0]))/(view[2])-1(2(winY-view[1]))/(view[3])-1 2(winZ)-1 1) INV denotes matrix inversion. W is an unused variable, included for consistent
%% matrix notation.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/gluUnProject.xml">external</a> documentation.