Jason McKesson avatar Jason McKesson committed 3a3378e

Issue #35: Text format conventions.

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Documents/Basics/Tutorial 01.xml

                 with this object.</para>
             <para>The <function>glBindBuffer</function> function binds the newly-created buffer
                 object to the <literal>GL_ARRAY_BUFFER</literal> binding target. As mentioned in
-                    <link linkend="OpenGLObjects">Tutorial 0</link>, objects in OpenGL usually have
-                to be bound to the context in order for them to do anything, and buffer objects are
-                no exception.</para>
+                    <link linkend="OpenGLObjects">the introduction</link>, objects in OpenGL usually
+                have to be bound to the context in order for them to do anything, and buffer objects
+                are no exception.</para>
             <para>The <function>glBufferData</function> function performs two operations. It
                 allocates memory for the buffer currently bound to
                     <literal>GL_ARRAY_BUFFER</literal>, which is the one we just created and bound.
                         <quote>gl<emphasis>VertexAttrib</emphasis>Pointer.</quote></para>
             <para>This is how data flows down the pipeline in OpenGL. When rendering starts, vertex
                 data in a buffer object is read based on setup work done by
-                    <varname>glVertexAttribPointer</varname>. This function describes where the data
-                for an attribute comes from. The connection between a particular call to
+                    <function>glVertexAttribPointer</function>. This function describes where the
+                data for an attribute comes from. The connection between a particular call to
                     <function>glVertexAttribPointer</function> and the string name of an input value
                 to a vertex shader is somewhat complicated.</para>
             <para>Each input to a vertex shader has an index location called an <glossterm>attribute

Documents/preface.xml

             presented in the tutorial. It will also contain suggestions for playing with the source
             code itself; these are intended to further your understanding of these concepts. If the
             tutorial introduced new OpenGL functions or functions for the OpenGL shading language,
-            they will be reviewed here as well.</para>
+            they will be reviewed here as well. Each tutorial ends with a glossary of defined
+            terms.</para>
         <note condition="web">
             <title>Browser Note</title>
             <para>This website and these tutorials make extensive use of SVG images. Basic SVG
                 support is in all major browsers except all Internet Explorer versions before
-                version 9. If you are content with these versions of Internet Explorer, consider
-                installing the Google Chrome Frame add-on for IE8. This will allow you to see the
-                images correctly.</para>
+                version 9. If you are content with these versions of Internet Explorer (or unable to
+                upgrade), consider installing the Google Chrome Frame add-on for IE8. This will
+                allow you to see the images correctly.</para>
         </note>
     </section>
     <section>
         <?dbhtml filename="About Conventions.html" ?>
         <title>Conventions used in This Book</title>
-        <!--TODO: Have a list of conventions.-->
-        <para/>
+        <para>Text in this book is styled along certain conventions. The text styling denotes what
+            the marked-up text represents.</para>
+        <itemizedlist>
+            <listitem>
+                <para><glossterm>defined term</glossterm>: This term will have a definition in the
+                    glossary at the end of each tutorial.</para>
+            </listitem>
+            <listitem>
+                <para><function>FunctionNames</function>: These can be in C, C++, or the OpenGL
+                    Shading Language.</para>
+            </listitem>
+            <listitem>
+                <para><varname>nameOfVariable</varname>: These can be in C, C++, or the OpenGL
+                    Shading Language.</para>
+            </listitem>
+            <listitem>
+                <para><literal>GL_ENUMERATORS</literal></para>
+            </listitem>
+            <listitem>
+                <para><filename>Names/Of/Paths/And/Files</filename></para>
+            </listitem>
+        </itemizedlist>
     </section>
 </preface>
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