Commits

David Rogers committed 6c21965

Some comment fixes

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Files changed (3)

OgreMain/include/OgreException.h

         */
         Exception(const Exception& rhs);
 
-		/// Needed for  compatibility with std::exception
+		/// Needed for compatibility with std::exception
 		~Exception() throw() {}
 
         /** Assignment operator.

OgreMain/include/OgreRenderSystem.h

 		/** Sets the global instance vertex buffer.
 		*/
         void setGlobalInstanceVertexBuffer(const HardwareVertexBufferSharedPtr val);
-		/** gets vertex declaration for the global vertex buffer for the global instancing
+		/** Gets vertex declaration for the global vertex buffer for the global instancing
 		*/
         VertexDeclaration* getGlobalInstanceVertexBufferVertexDeclaration() const;
-		/** sets vertex declaration for the global vertex buffer for the global instancing
+		/** Sets vertex declaration for the global vertex buffer for the global instancing
 		*/
         void setGlobalInstanceVertexBufferVertexDeclaration( VertexDeclaration* val);
-		/** gets the global number of instances.
+		/** Gets the global number of instances.
 		*/
         size_t getGlobalNumberOfInstances() const;
-		/** sets the global number of instances.
+		/** Sets the global number of instances.
 		*/
         void setGlobalNumberOfInstances(const size_t val);
 

RenderSystems/GL/src/GLSL/include/OgreGLSLLinkProgram.h

 #include "OgreHardwareVertexBuffer.h"
 
 namespace Ogre {
-	/// structure used to keep track of named uniforms in the linked program object
+	/// Structure used to keep track of named uniforms in the linked program object
 	struct GLUniformReference
 	{
 		/// GL location handle
 	class _OgreGLExport GLSLLinkProgram
 	{
 	private:
-		/// container of uniform references that are active in the program object
+		/// Container of uniform references that are active in the program object
 		GLUniformReferenceList mGLUniformReferences;
 
 		/// Linked vertex program
 		/// Linked fragment program
 		GLSLGpuProgram* mFragmentProgram;
 
-		/// flag to indicate that uniform references have already been built
+		/// Flag to indicate that uniform references have already been built
 		bool		mUniformRefsBuilt;
 		/// GL handle for the program object
 		GLhandleARB mGLHandle;
-		/// flag indicating that the program object has been successfully linked
+		/// Flag indicating that the program object has been successfully linked
 		GLint		mLinked;
 		/// Flag indicating that the program object has tried to link and failed
 		bool		mTriedToLinkAndFailed;
-		/// flag indicating skeletal animation is being performed
+		/// Flag indicating skeletal animation is being performed
 		bool mSkeletalAnimation;
 
 		/// build uniform references from active named uniforms
 		void extractAttributes(void);
 
 		typedef set<GLuint>::type AttributeSet;
-		// Custom attribute bindings
+		/// Custom attribute bindings
 		AttributeSet mValidAttributes;
 
 		/// Name / attribute list
 		/// Get the the binary data of a program from the microcode cache
 		void getMicrocodeFromCache();
 	public:
-		/// constructor should only be used by GLSLLinkProgramManager
+		/// Constructor should only be used by GLSLLinkProgramManager
 		GLSLLinkProgram(GLSLGpuProgram* vertexProgram, GLSLGpuProgram* geometryProgram, GLSLGpuProgram* fragmentProgram);
 		~GLSLLinkProgram(void);
 
 		*/
 		void activate(void);
 
-		/** updates program object uniforms using data from GpuProgramParamters.
+		/** Updates program object uniforms using data from GpuProgramParamters.
 		normally called by GLSLGpuProgram::bindParameters() just before rendering occurs.
 		*/
 		void updateUniforms(GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType);
-		/** updates program object uniforms using data from pass iteration GpuProgramParamters.
+		/** Updates program object uniforms using data from pass iteration GpuProgramParamters.
 		normally called by GLSLGpuProgram::bindMultiPassParameters() just before multi pass rendering occurs.
 		*/
 		void updatePassIterationUniforms(GpuProgramParametersSharedPtr params);
-		/// get the GL Handle for the program object
+		/// Get the GL Handle for the program object
 		GLhandleARB getGLHandle(void) const { return mGLHandle; }
         /** Sets whether the linked program includes the required instructions
         to perform skeletal animation.