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Regenerate HTML outputs after recent PRs.
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oddhack committed Nov 25, 2023
1 parent ca6a8b2 commit f50027c
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24 changes: 12 additions & 12 deletions es3/glVertexAttribFormat.xml
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<term><parameter>normalized</parameter></term>
<listitem>
<para>
Specifies whether fixed-point data values should be normalized (<constant>GL_TRUE</constant>) or
converted directly as fixed-point values (<constant>GL_FALSE</constant>) when they are accessed. This parameter is ignored if <parameter>type</parameter> is <constant>GL_FIXED</constant>.
Specifies whether fixed-point data values should be normalized (<constant>GL_TRUE</constant>) or
converted directly as fixed-point values (<constant>GL_FALSE</constant>) when they are accessed. This parameter is ignored if <parameter>type</parameter> is <constant>GL_FIXED</constant>.
</para>
</listitem>
</varlistentry>
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<refsect1 xml:id="description"><title>Description</title>
<para>
<function>glVertexAttribFormat</function> and <function>glVertexAttribIFormat</function>
specify the organization of data in vertex arrays.
specify the organization of data in vertex arrays.
<parameter>attribindex</parameter> specifies the index of the generic vertex attribute
array whose data layout is being described, and must be less
than the value of <constant>GL_MAX_VERTEX_ATTRIBS</constant>.
Expand All @@ -98,11 +98,11 @@
the type of the data. If <parameter>type</parameter> is one of <constant>GL_BYTE</constant>,
<constant>GL_SHORT</constant>, <constant>GL_INT</constant>, <constant>GL_FIXED</constant>,
<constant>GL_FLOAT</constant> and <constant>GL_HALF_FLOAT</constant>
indicate types <code>GLbyte</code>, <code>GLshort</code>,
indicate types <code>GLbyte</code>, <code>GLshort</code>,
<code>GLint</code>, <code>GLfixed</code>, <code>GLfloat</code>, and <code>GLhalf</code>
respectively; the values <constant>GL_UNSIGNED_BYTE</constant>,
respectively; the values <constant>GL_UNSIGNED_BYTE</constant>,
<constant>GL_UNSIGNED_SHORT</constant>, and <constant>GL_UNSIGNED_INT</constant> indicate types
<code>GLubyte</code>, <code>GLushort</code>, and <code>GLuint</code>,
<code>GLubyte</code>, <code>GLushort</code>, and <code>GLuint</code>,
respectively; the values <constant>GL_INT_2_10_10_10_REV</constant> and
<constant>GL_UNSIGNED_INT_2_10_10_10_REV</constant> indicating respectively four signed or
unsigned elements packed into a single <code>GLuint</code>.
Expand All @@ -114,15 +114,15 @@
<constant>GL_FALSE</constant> then integer data is directly converted to floating point.
</para>
<para>
<parameter>relativeoffset</parameter> is the byte offset of the first element relative
to the start of the vertex buffer binding this attribute fetches from.
<parameter>relativeoffset</parameter> is the byte offset of the first element relative
to the start of the vertex buffer binding this attribute fetches from.
</para>
<para>
<function>glVertexAttribFormat</function> should be used to describe vertex attribute
layout for floating-point vertex attributes and <function>glVertexAttribIFormat</function>
should be used to describe vertex attribute layout for integer vertex attributes.
Data for an array specified by <function>glVertexAttribIFormat</function> will always be
left as integer values; such data are referred to as pure integers.
Data for an array specified by <function>glVertexAttribIFormat</function> will always be
left as integer values; such data are referred to as pure integers.
</para>
</refsect1>
<refsect1 xml:id="errors"><title>Errors</title>
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</refsect1>
<refsect1 xml:id="Copyright"><title>Copyright</title>
<para>
Copyright <trademark class="copyright"/> 2012-2015 Khronos Group.
This material may be distributed subject to the terms and conditions set forth in
Copyright <trademark class="copyright"/> 2012-2015 Khronos Group.
This material may be distributed subject to the terms and conditions set forth in
the Open Publication License, v 1.0, 8 June 1999.
<link xmlns:xlink="http://www.w3.org/1999/xlink" xlink:href="https://opencontent.org/openpub/">https://opencontent.org/openpub/</link>.
</para>
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4 changes: 2 additions & 2 deletions es3/html/glPrimitiveBoundingBox.xhtml
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Expand Up @@ -82,7 +82,7 @@
</dt>
<dd>
<p>
Specify the minimum clip space cooridnate of the bounding box. The initial value is (-1, -1, -1, -1).
Specify the minimum clip space coordinate of the bounding box. The initial value is (-1, -1, -1, 1).
</p>
</dd>
<dt>
Expand All @@ -97,7 +97,7 @@
</dt>
<dd>
<p>
Specify the maximum clip space cooridnate of the bounding box. The initial value is (1, 1, 1, 1).
Specify the maximum clip space coordinate of the bounding box. The initial value is (1, 1, 1, 1).
</p>
</dd>
</dl>
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24 changes: 12 additions & 12 deletions es3/html/glVertexAttribFormat.xhtml
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Expand Up @@ -126,8 +126,8 @@
</dt>
<dd>
<p>
Specifies whether fixed-point data values should be normalized (<code class="constant">GL_TRUE</code>) or
converted directly as fixed-point values (<code class="constant">GL_FALSE</code>) when they are accessed. This parameter is ignored if <em class="parameter"><code>type</code></em> is <code class="constant">GL_FIXED</code>.
Specifies whether fixed-point data values should be normalized (<code class="constant">GL_TRUE</code>) or
converted directly as fixed-point values (<code class="constant">GL_FALSE</code>) when they are accessed. This parameter is ignored if <em class="parameter"><code>type</code></em> is <code class="constant">GL_FIXED</code>.
</p>
</dd>
<dt>
Expand All @@ -149,7 +149,7 @@
<h2>Description</h2>
<p>
<code class="function">glVertexAttribFormat</code> and <code class="function">glVertexAttribIFormat</code>
specify the organization of data in vertex arrays.
specify the organization of data in vertex arrays.
<em class="parameter"><code>attribindex</code></em> specifies the index of the generic vertex attribute
array whose data layout is being described, and must be less
than the value of <code class="constant">GL_MAX_VERTEX_ATTRIBS</code>.
Expand All @@ -160,11 +160,11 @@
the type of the data. If <em class="parameter"><code>type</code></em> is one of <code class="constant">GL_BYTE</code>,
<code class="constant">GL_SHORT</code>, <code class="constant">GL_INT</code>, <code class="constant">GL_FIXED</code>,
<code class="constant">GL_FLOAT</code> and <code class="constant">GL_HALF_FLOAT</code>
indicate types <code class="code">GLbyte</code>, <code class="code">GLshort</code>,
indicate types <code class="code">GLbyte</code>, <code class="code">GLshort</code>,
<code class="code">GLint</code>, <code class="code">GLfixed</code>, <code class="code">GLfloat</code>, and <code class="code">GLhalf</code>
respectively; the values <code class="constant">GL_UNSIGNED_BYTE</code>,
respectively; the values <code class="constant">GL_UNSIGNED_BYTE</code>,
<code class="constant">GL_UNSIGNED_SHORT</code>, and <code class="constant">GL_UNSIGNED_INT</code> indicate types
<code class="code">GLubyte</code>, <code class="code">GLushort</code>, and <code class="code">GLuint</code>,
<code class="code">GLubyte</code>, <code class="code">GLushort</code>, and <code class="code">GLuint</code>,
respectively; the values <code class="constant">GL_INT_2_10_10_10_REV</code> and
<code class="constant">GL_UNSIGNED_INT_2_10_10_10_REV</code> indicating respectively four signed or
unsigned elements packed into a single <code class="code">GLuint</code>.
Expand All @@ -176,15 +176,15 @@
<code class="constant">GL_FALSE</code> then integer data is directly converted to floating point.
</p>
<p>
<em class="parameter"><code>relativeoffset</code></em> is the byte offset of the first element relative
to the start of the vertex buffer binding this attribute fetches from.
<em class="parameter"><code>relativeoffset</code></em> is the byte offset of the first element relative
to the start of the vertex buffer binding this attribute fetches from.
</p>
<p>
<code class="function">glVertexAttribFormat</code> should be used to describe vertex attribute
layout for floating-point vertex attributes and <code class="function">glVertexAttribIFormat</code>
should be used to describe vertex attribute layout for integer vertex attributes.
Data for an array specified by <code class="function">glVertexAttribIFormat</code> will always be
left as integer values; such data are referred to as pure integers.
Data for an array specified by <code class="function">glVertexAttribIFormat</code> will always be
left as integer values; such data are referred to as pure integers.
</p>
</div>
<div class="refsect1" id="errors">
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<div class="refsect1" id="Copyright">
<h2>Copyright</h2>
<p>
Copyright <span class="trademark"/>© 2012-2015 Khronos Group.
This material may be distributed subject to the terms and conditions set forth in
Copyright <span class="trademark"/>© 2012-2015 Khronos Group.
This material may be distributed subject to the terms and conditions set forth in
the Open Publication License, v 1.0, 8 June 1999.
<a class="link" href="https://opencontent.org/openpub/" target="_top">https://opencontent.org/openpub/</a>.
</p>
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6 changes: 3 additions & 3 deletions gl4/html/glBlitFramebuffer.xhtml
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Expand Up @@ -368,9 +368,9 @@
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if the
value of <code class="constant">GL_SAMPLE_BUFFERS</code> for both read
and draw buffers is greater than zero and the dimensions of the
source and destination rectangles is not identical.
value of <code class="constant">GL_SAMPLE_BUFFERS</code> for either read or
draw buffers is greater than zero and the dimensions of the source
and destination rectangles is not identical.
</p>
<p>
<code class="constant">GL_INVALID_FRAMEBUFFER_OPERATION</code> is
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6 changes: 3 additions & 3 deletions gl4/html/glVertexAttribFormat.xhtml
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Expand Up @@ -263,9 +263,9 @@
vertex attribute array whose data layout is being described, and must be
less than the value of <code class="constant">GL_MAX_VERTEX_ATTRIBS</code>.</p>
<p><em class="parameter"><code>size</code></em> determines the number of components per
vertex are allocated to the specified attribute and must be 1, 2, 3 or 4.
<em class="parameter"><code>type</code></em> indicates the type of the data. If
<em class="parameter"><code>type</code></em> is one of <code class="constant">GL_BYTE</code>,
vertex are allocated to the specified attribute and must be 1, 2, 3, 4, or
<code class="code">GL_BGRA</code>. <em class="parameter"><code>type</code></em> indicates the type of the
data. If <em class="parameter"><code>type</code></em> is one of <code class="constant">GL_BYTE</code>,
<code class="constant">GL_SHORT</code>, <code class="constant">GL_INT</code>,
<code class="constant">GL_FIXED</code>, <code class="constant">GL_FLOAT</code>,
<code class="constant">GL_HALF_FLOAT</code>, and <code class="constant">GL_DOUBLE</code>
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2 changes: 1 addition & 1 deletion gl4/html/texelFetchOffset.xhtml
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Expand Up @@ -145,7 +145,7 @@
</tr>
<tr>
<td> </td>
<td>ivec3 <var class="pdparam">offset</var><code>)</code>;</td>
<td>ivec2 <var class="pdparam">offset</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
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