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authorNathan Letwory <nathan@letworyinteractive.com>2011-02-22 19:12:12 +0300
committerNathan Letwory <nathan@letworyinteractive.com>2011-02-22 19:12:12 +0300
commit5e41760a15d2243242efea4ee92aefc8b3104db4 (patch)
tree2175b3088b825c6503d159f07e8450733e49b177
parent32c13137f585c91ad05528a20e8bce3f37bb7bd8 (diff)
doxygen: add bullet to extern libs, some small changes in page names, and fixes around license blocks
-rw-r--r--doc/Doxyfile3
-rw-r--r--doc/doxygen.main14
-rw-r--r--extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.h15
-rw-r--r--intern/ghost/GHOST_ISystem.h2
-rw-r--r--intern/guardedalloc/MEM_guardedalloc.h16
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp2
9 files changed, 40 insertions, 18 deletions
diff --git a/doc/Doxyfile b/doc/Doxyfile
index a7a24c881fc..e2928537fe7 100644
--- a/doc/Doxyfile
+++ b/doc/Doxyfile
@@ -640,7 +640,8 @@ INPUT = doxygen.main \
../source/gameengine/Ketsji \
../source/gameengine/Rasterizer \
../source/gameengine/Network \
- ../source/gameengine/Physics
+ ../source/gameengine/Physics \
+ ../extern/bullet2
# This tag can be used to specify the character encoding of the source files
# that doxygen parses. Internally doxygen uses the UTF-8 encoding, which is
diff --git a/doc/doxygen.main b/doc/doxygen.main
index 290851c7a9c..7f03753d82d 100644
--- a/doc/doxygen.main
+++ b/doc/doxygen.main
@@ -6,7 +6,11 @@
*
* These pages document the source code of blender.
*
+ * \subsection implinks Important Links
+ * - <a href="http://projects.blender.org">projects.blender.org</a> with <a href="http://projects.blender.org/tracker/index.php?group_id=9&atid=498">bug tracker</a>
+ * - <a href="http://wiki.blender.org/index.php/Dev:Contents">Development documents</a> on our wiki.
*
+ * \subsection blother Other
* For more information on using Blender browse to http://www.blender.org
*
*/
@@ -35,6 +39,11 @@
* folder are updated.
*
*/
+
+/** \defgroup bullet Bullet Physics Library
+ * \ingroup extern
+ */
+
/** \defgroup blenderplayer Blender Player */
/** \defgroup render Rendering */
@@ -121,7 +130,10 @@
/** \defgroup data DNA, RNA and .blend access*/
-/** \defgroup GHOST GHOST API */
+/** \defgroup GHOST GHOST API
+ * \ingroup intern GUI
+ * \ref GHOSTPage
+ */
/** \defgroup gpu GPU */
diff --git a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.h b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.h
index 24343938e5c..1f785cf69e4 100644
--- a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.h
+++ b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.h
@@ -1,5 +1,5 @@
/*
-Bullet Continuous Collision Detection and Physics Library
+Bullet Continuous Collision Detection and Physics %Library
Copyright (c) 2003-2006 Erwin Coumans http://bulletphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
@@ -15,12 +15,15 @@ subject to the following restrictions:
/**
- * @mainpage Bullet Documentation
+ * \file btCollisionWorld.h
+ * \ingroup bullet
+ *
+ * @page bulletdoc Bullet Documentation
*
* @section intro_sec Introduction
* Bullet Collision Detection & Physics SDK
*
- * Bullet is a Collision Detection and Rigid Body Dynamics Library. The Library is Open Source and free for commercial use, under the ZLib license ( http://opensource.org/licenses/zlib-license.php ).
+ * Bullet is a Collision Detection and Rigid Body Dynamics %Library. The %Library is Open Source and free for commercial use, under the ZLib license ( http://opensource.org/licenses/zlib-license.php ).
*
* There is the Physics Forum for feedback and general Collision Detection and Physics discussions.
* Please visit http://www.bulletphysics.com
@@ -28,7 +31,7 @@ subject to the following restrictions:
* @section install_sec Installation
*
* @subsection step1 Step 1: Download
- * You can download the Bullet Physics Library from the Google Code repository: http://code.google.com/p/bullet/downloads/list
+ * You can download the Bullet Physics %Library from the Google Code repository: http://code.google.com/p/bullet/downloads/list
* @subsection step2 Step 2: Building
* Bullet comes with autogenerated Project Files for Microsoft Visual Studio 6, 7, 7.1 and 8.
* The main Workspace/Solution is located in Bullet/msvc/8/wksbullet.sln (replace 8 with your version).
@@ -40,13 +43,13 @@ subject to the following restrictions:
*
* @subsection step3 Step 3: Testing demos
* Try to run and experiment with BasicDemo executable as a starting point.
- * Bullet can be used in several ways, as Full Rigid Body simulation, as Collision Detector Library or Low Level / Snippets like the GJK Closest Point calculation.
+ * Bullet can be used in several ways, as Full Rigid Body simulation, as Collision Detector %Library or Low Level / Snippets like the GJK Closest Point calculation.
* The Dependencies can be seen in this documentation under Directories
*
* @subsection step4 Step 4: Integrating in your application, full Rigid Body and Soft Body simulation
* Check out BasicDemo how to create a btDynamicsWorld, btRigidBody and btCollisionShape, Stepping the simulation and synchronizing your graphics object transform.
* Check out SoftDemo how to use soft body dynamics, using btSoftRigidDynamicsWorld.
- * @subsection step5 Step 5 : Integrate the Collision Detection Library (without Dynamics and other Extras)
+ * @subsection step5 Step 5 : Integrate the Collision Detection %Library (without Dynamics and other Extras)
* Bullet Collision Detection can also be used without the Dynamics/Extras.
* Check out btCollisionWorld and btCollisionObject, and the CollisionInterfaceDemo.
* @subsection step6 Step 6 : Use Snippets like the GJK Closest Point calculation.
diff --git a/intern/ghost/GHOST_ISystem.h b/intern/ghost/GHOST_ISystem.h
index fce1ceca53b..27e29cf2004 100644
--- a/intern/ghost/GHOST_ISystem.h
+++ b/intern/ghost/GHOST_ISystem.h
@@ -43,7 +43,7 @@
class GHOST_IEventConsumer;
/**
- * \page GHOST GHOST
+ * \page GHOSTPage GHOST
*
* \section intro Introduction
*
diff --git a/intern/guardedalloc/MEM_guardedalloc.h b/intern/guardedalloc/MEM_guardedalloc.h
index 844622737b4..fcf4b488659 100644
--- a/intern/guardedalloc/MEM_guardedalloc.h
+++ b/intern/guardedalloc/MEM_guardedalloc.h
@@ -30,26 +30,32 @@
* \ingroup MEM
*
* \author Copyright (C) 2001 NaN Technologies B.V.
- * \brief Guarded memory (de)allocation
- *
+ * \brief Read \ref MEMPage
+ */
+
+/**
+ * \page MEMPage Guarded memory(de)allocation
*
* \section aboutmem c-style guarded memory allocation
*
- * \subsection about About the MEM module
+ * \subsection memabout About the MEM module
*
* MEM provides guarded malloc/calloc calls. All memory is enclosed by
* pads, to detect out-of-bound writes. All blocks are placed in a
* linked list, so they remain reachable at all times. There is no
* back-up in case the linked-list related data is lost.
*
- * \subsection issues Known issues with MEM
+ * \subsection memissues Known issues with MEM
*
* There are currently no known issues with MEM. Note that there is a
* second intern/ module with MEM_ prefix, for use in c++.
*
- * \subsection dependencies Dependencies
+ * \subsection memdependencies Dependencies
* - stdlib
* - stdio
+ *
+ * \subsection memdocs API Documentation
+ * See \ref MEM_guardedalloc.h
*/
#ifndef MEM_MALLOCN_H
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
index e29cd185be3..974a58ada50 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
@@ -1,4 +1,4 @@
-/**
+/*
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h
index c8a8a68e3ec..5c3573bccec 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h
@@ -35,7 +35,7 @@
#include "GL/glew.h"
-/* Note: this used to have a lot more code, but now extension handling
+/** Note: this used to have a lot more code, but now extension handling
* is done by GLEW, so it does mostly debug stuff */
namespace bgl
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 135b9e6f4be..cd42ba075eb 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -1,4 +1,4 @@
-/**
+/*
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
index 622ba852934..407297f6fde 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
@@ -1,4 +1,4 @@
-/**
+/*
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*