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authorCampbell Barton <ideasman42@gmail.com>2018-09-05 07:56:29 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-09-05 07:56:29 +0300
commit44d4a61ed03ac6fc51485ea5621f45098817bcee (patch)
tree030d868d29fc85e3dc0e3040bb831f8239cbf0ea /source/blender/freestyle
parent1be265afc00057651ee03ccd5137d4a350641787 (diff)
Cleanup: replace doxy @ with backslash
The rest of Blender uses backslashes.
Diffstat (limited to 'source/blender/freestyle')
-rw-r--r--source/blender/freestyle/intern/stroke/AdvancedStrokeShaders.h4
-rw-r--r--source/blender/freestyle/intern/stroke/BasicStrokeShaders.h4
-rw-r--r--source/blender/freestyle/intern/stroke/Stroke.h4
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);