From c384a91846f7d0aff189fb51d1d502330d7abef4 Mon Sep 17 00:00:00 2001 From: Dan Gudmundsson Date: Tue, 8 Jan 2013 14:55:52 +0100 Subject: wx: Fix comments Fix utf-8 code generation for opengl docs --- lib/wx/src/gen/glu.erl | 82 ++++++++++++++++++++++++++------------------------ 1 file changed, 42 insertions(+), 40 deletions(-) (limited to 'lib/wx/src/gen/glu.erl') 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 external 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 external 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 external documentation. -- cgit v1.2.3