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Revision b911dc09

Added by Leszek Koltunski over 7 years ago

Correct Javadoc issues

View differences:

src/main/java/org/distorted/library/DistortedCubes.java
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 * Copy constructor.
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 *
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 * @param dc Object to copy
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 * @param flags see {@see DistortedObject#DistortedObject(DistortedObject,int)}
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 * @param flags see {@link DistortedObject#DistortedObject(DistortedObject,int)}
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 */
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 public DistortedCubes(DistortedCubes dc, int flags)
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   {
src/main/java/org/distorted/library/DistortedObject.java
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/**
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 * Directional, sinusoidal wave effect.
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 *
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 * @param wave   see {@see wave(Data5D,Data2D)}
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 * @param center see {@see wave(Data5D,Data2D)}
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 * @param wave   see {@link DistortedObject#wave(Data5D,Data2D)}
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 * @param center see {@link DistortedObject#wave(Data5D,Data2D)}
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 * @param region Region that masks the Effect.
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 * @return       ID of the effect added, or -1 if we failed to add one.
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 */
src/main/java/org/distorted/library/EffectNames.java
23 23
/**
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 * Names of Effects one can apply to DistortedObjects.
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 * <p>
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 * Effect's 'Type' is one of the constants defined in {@see EffectTypes}.
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 * Effect's 'Type' is one of the constants defined in {@link EffectTypes}.
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 * </p>
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 * <p>
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 * Effect's 'Uniforms' are a vector of 7 (matrix effects) 12 (vertex) or 8 (fragment) floats, which
......
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  SWIRL            ( EffectTypes.VERTEX  ,   new float[] {0.0f}           ),
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  /**
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   * Directional sinusoidal wave effect. The direction of the wave is given by the 'angle'
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   * parameters. Details: {@see DistortedObject#wave(Data5D,Data2D)}
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   * parameters. Details: {@link DistortedObject#wave(Data5D,Data2D)}
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   * <p>
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   * Uniforms: (amplitude,length,offset,angleAlpha,
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   *            angleBeta, UNUSED,centerX,centerY,
src/main/java/org/distorted/library/exception/FragmentCompilationException.java
21 21

  
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 *  Thrown by {@link org.distorted.library.Distorted#onSurfaceCreated(android.opengl.GLSurfaceView)} 
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 *  Thrown by {@link org.distorted.library.Distorted#onSurfaceCreated(android.content.Context)}
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 *  if compilation of the fragment shader fails for some other reason than too many uniforms.
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 *  <p>
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 *  This can happen on older OpenGL ES 2.0 devices if they, say, do not support variable loops in the shaders.
src/main/java/org/distorted/library/exception/FragmentUniformsException.java
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 *  Thrown by {@link org.distorted.library.Distorted#onSurfaceCreated(android.opengl.GLSurfaceView)} 
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 *  Thrown by {@link org.distorted.library.Distorted#onSurfaceCreated(android.content.Context)}
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 *  if compilation of the fragment shader fails because of too many uniforms there, i.e. because
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 *  we have set {@link org.distorted.library.Distorted#setMaxFragment(int)} to too high value.
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 */
src/main/java/org/distorted/library/exception/LinkingException.java
21 21

  
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 *  Thrown by {@link org.distorted.library.Distorted#onSurfaceCreated(android.opengl.GLSurfaceView)} 
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 *  Thrown by {@link org.distorted.library.Distorted#onSurfaceCreated(android.content.Context)}
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 *  if linking of the Shaders fails.
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 *  <p>
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 *  Theoretically this should never happen.
src/main/java/org/distorted/library/exception/VertexCompilationException.java
21 21

  
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 *  Thrown by {@link org.distorted.library.Distorted#onSurfaceCreated(android.opengl.GLSurfaceView)} 
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 *  Thrown by {@link org.distorted.library.Distorted#onSurfaceCreated(android.content.Context)}
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 *  if compilation of the vertex shader fails for some other reason than too many uniforms.
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 *  <p>
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 *  This can happen on older OpenGL ES 2.0 devices if they, say, do not support variable loops in the shaders.
src/main/java/org/distorted/library/exception/VertexUniformsException.java
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 *  Thrown by {@link org.distorted.library.Distorted#onSurfaceCreated(android.opengl.GLSurfaceView)} 
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 *  Thrown by {@link org.distorted.library.Distorted#onSurfaceCreated(android.content.Context)}
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 *  if compilation of the Vertex Shader fails because of too many uniforms there, i.e. because
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 *  we have set {@link org.distorted.library.Distorted#setMaxVertex(int)} to too high value.
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 */

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