From 431a63ed7b9af9a68debbf6bcb015cfb2ced28a1 Mon Sep 17 00:00:00 2001 From: albert-github Date: Sat, 24 Sep 2022 14:50:09 +0200 Subject: [PATCH] Documentation error in Three The construct: ``` ...of each item ? //!`. //! \param viewer the active `Viewer_interface`. ``` leads to the fact that the `todo` and the `param` are joined and shown as: ``` ... of each item ? . \param viewer the activeViewer_interface`. ``` Files: - doc_output/Three/structCGAL_1_1Three_1_1Edge__container.html - doc_output/Three/structCGAL_1_1Three_1_1Point__container.html (also corrected a typo) --- Three/include/CGAL/Three/Edge_container.h | 4 ++-- Three/include/CGAL/Three/Point_container.h | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/Three/include/CGAL/Three/Edge_container.h b/Three/include/CGAL/Three/Edge_container.h index 1db3c7ebaef..1de5f9be436 100644 --- a/Three/include/CGAL/Three/Edge_container.h +++ b/Three/include/CGAL/Three/Edge_container.h @@ -63,8 +63,8 @@ struct DEMO_FRAMEWORK_EXPORT Edge_container :public Primitive_container //! \brief initGL creates the `Vbo`s and `Vao`s of this `Edge_container`. //! \attention It must be called within a valid OpenGL context. The `draw()` function of an item is always a safe place to call this. //! - //! \todo Is it a good idea to call InitGL of each item in the scene so the developper doesn't have to worry about this in each draw() of each item ? - //!`. + //! \todo Is it a good idea to call InitGL of each item in the scene so the developer doesn't have to worry about this in each draw() of each item ? + //! //! \param viewer the active `Viewer_interface`. //! void initGL(Viewer_interface *viewer) Q_DECL_OVERRIDE; diff --git a/Three/include/CGAL/Three/Point_container.h b/Three/include/CGAL/Three/Point_container.h index 5527a76d8fc..5407ac40692 100644 --- a/Three/include/CGAL/Three/Point_container.h +++ b/Three/include/CGAL/Three/Point_container.h @@ -59,8 +59,8 @@ struct DEMO_FRAMEWORK_EXPORT Point_container :public Primitive_container //! \brief initGL creates the `Vbo`s and `Vao`s of this `Point_container`. //! \attention It must be called within a valid OpenGL context. The `draw()` function of an item is always a safe place to call this. //! - //! \todo Is it a good idea to call InitGL of each item in the scene so the developper doesn't have to worry about this in each draw() of each item ? - //!`. + //! \todo Is it a good idea to call InitGL of each item in the scene so the developer doesn't have to worry about this in each draw() of each item ? + //! //! \param viewer the active `Viewer_interface`. //! void initGL(Viewer_interface *viewer) Q_DECL_OVERRIDE;