diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-09-05 07:56:29 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2018-09-05 07:56:29 +0300 |
commit | 44d4a61ed03ac6fc51485ea5621f45098817bcee (patch) | |
tree | 030d868d29fc85e3dc0e3040bb831f8239cbf0ea /source/blender/freestyle/intern | |
parent | 1be265afc00057651ee03ccd5137d4a350641787 (diff) |
Cleanup: replace doxy @ with backslash
The rest of Blender uses backslashes.
Diffstat (limited to 'source/blender/freestyle/intern')
3 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h b/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h index 5ba96f31272..50b55027de7 100644 --- a/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h +++ b/source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h @@ -68,7 +68,7 @@ protected: /*! [ Geometry Shader ]. * Spatial Noise stroke shader. * Moves the vertices to make the stroke more noisy. - * @see \htmlonly <a href=noise/noise.html>noise/noise.html</a> \endhtmlonly + * \see \htmlonly <a href=noise/noise.html>noise/noise.html</a> \endhtmlonly */ class SpatialNoiseShader : public StrokeShader { @@ -106,7 +106,7 @@ protected: * (Moves the vertices to make the stroke smoother). * Uses curvature flow to converge towards a curve of constant curvature. The diffusion method we use is anisotropic * to prevent the diffusion accross corners. - * @see \htmlonly <a href=/smoothing/smoothing.html>smoothing/smoothing.html</a> \endhtmlonly + * \see \htmlonly <a href=/smoothing/smoothing.html>smoothing/smoothing.html</a> \endhtmlonly */ class SmoothingShader : public StrokeShader { diff --git a/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h b/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h index d3d19beba95..1cdc754d725 100644 --- a/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h +++ b/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h @@ -428,7 +428,7 @@ public: /*! [ Geometry Shader. ] * Resamples the stroke. - * @see Stroke::Resample(float). + * \see Stroke::Resample(float). */ class SamplingShader: public StrokeShader { @@ -479,7 +479,7 @@ public: /*! [ Geometry Shader ]. * Transforms the stroke backbone geometry so that it corresponds to a Bezier Curve approximation of the * original backbone geometry. - * @see \htmlonly <a href=bezier/bezier.html>bezier/bezier.html</a> \endhtmlonly + * \see \htmlonly <a href=bezier/bezier.html>bezier/bezier.html</a> \endhtmlonly */ class BezierCurveShader : public StrokeShader { diff --git a/source/blender/freestyle/intern/stroke/Stroke.h b/source/blender/freestyle/intern/stroke/Stroke.h index 60b8c21067f..ce63c528ac3 100644 --- a/source/blender/freestyle/intern/stroke/Stroke.h +++ b/source/blender/freestyle/intern/stroke/Stroke.h @@ -583,8 +583,8 @@ public: * \param iNVertices * The number of StrokeVertices we eventually want in our Stroke. * \return the sampling that must be used in the Resample(float) method. - * @see Resample(int) - * @see Resample(float) + * \see Resample(int) + * \see Resample(float) */ float ComputeSampling(int iNVertices); |