refactor(docs): Fix broken links across multiple modules
Fixed broken references: - texture-import-settings: Fix 16 files referencing wrong overview filename - math/rectint: Fix 9 method links (rectint-* → get*, contains, intersects) - rhi/opengl/device: Fix 8 cross-references (opengl-* → */**) - resources/mesh: Fix meshsection and vertexattribute links - rhi/d3d12/sampler: Fix RHISampler reference path - math/vector3: Fix projectonplane → project-on-plane - rhi/opengl/command-list: Remove broken ClearFlag enum ref - rhi/opengl/device: Create 2 new method docs (MakeContextCurrent, GetNativeContext) - rhi/device: Fix device-info types reference All 0 broken references remaining.
This commit is contained in:
@@ -43,4 +43,3 @@ commandList->Clear(0.0f, 0.0f, 0.0f, 1.0f,
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- [ClearDepth](clear-depth.md) - 仅清除深度缓冲区
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- [ClearStencil](clear-stencil.md) - 仅清除模板缓冲区
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- [ClearDepthStencil](clear-depth-stencil.md) - 清除深度和模板缓冲区
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- [ClearFlag 枚举](../../enums/clear-flag.md) - 清除缓冲区标志
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@@ -70,4 +70,4 @@ RHIShader* fragmentShader = device.CompileShader(fsDesc);
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## 相关文档
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- [OpenGLDevice](device.md) - 类总览
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- [OpenGLShader](../opengl-shader.md) - OpenGL 着色器实现
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- [OpenGLShader](../shader/shader.md) - OpenGL 着色器实现
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@@ -64,4 +64,4 @@ RHIBuffer* indexBuffer = device.CreateBuffer(indexDesc);
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## 相关文档
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- [OpenGLDevice](device.md) - 类总览
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- [OpenGLBuffer](../opengl-buffer.md) - OpenGL 缓冲区实现
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- [OpenGLBuffer](../buffer/buffer.md) - OpenGL 缓冲区实现
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@@ -46,4 +46,4 @@ cmdList->End();
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## 相关文档
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- [OpenGLDevice](device.md) - 类总览
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- [OpenGLCommandList](../opengl-command-list.md) - OpenGL 命令列表实现
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- [OpenGLCommandList](../command-list/command-list.md) - OpenGL 命令列表实现
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@@ -42,4 +42,4 @@ queue->ExecuteCommandList(cmdList);
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## 相关文档
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- [OpenGLDevice](device.md) - 类总览
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- [OpenGLCommandQueue](../opengl-command-queue.md) - OpenGL 命令队列实现
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- [OpenGLCommandQueue](../command-queue/command-queue.md) - OpenGL 命令队列实现
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@@ -53,4 +53,4 @@ while (!fence->IsSignaled()) {
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## 相关文档
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- [OpenGLDevice](device.md) - 类总览
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- [OpenGLFence](../opengl-fence.md) - OpenGL 栅栏实现
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- [OpenGLFence](../fence/fence.md) - OpenGL 栅栏实现
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@@ -50,4 +50,4 @@ pso->Bind();
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## 相关文档
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- [OpenGLDevice](device.md) - 类总览
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- [OpenGLPipelineState](../opengl-pipeline-state.md) - OpenGL 管线状态实现
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- [OpenGLPipelineState](../pipeline-state/pipeline-state.md) - OpenGL 管线状态实现
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@@ -62,4 +62,4 @@ sampler->Bind(0);
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## 相关文档
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- [OpenGLDevice](device.md) - 类总览
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- [OpenGLSampler](../opengl-sampler.md) - OpenGL 采样器实现
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- [OpenGLSampler](../sampler/sampler.md) - OpenGL 采样器实现
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@@ -57,5 +57,5 @@ while (!device.ShouldClose()) {
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## 相关文档
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- [OpenGLDevice](device.md) - 类总览
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- [OpenGLSwapChain](../opengl-swap-chain.md) - OpenGL 交换链实现
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- [OpenGLSwapChain](../swap-chain/swap-chain.md) - OpenGL 交换链实现
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- [SwapBuffers](swap-buffers.md) - 交换缓冲区
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@@ -78,4 +78,4 @@ RHITexture* texCube = device.CreateTexture(texCubeDesc);
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## 相关文档
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- [OpenGLDevice](device.md) - 类总览
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- [OpenGLTexture](../opengl-texture.md) - OpenGL 纹理实现
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- [OpenGLTexture](../texture/texture.md) - OpenGL 纹理实现
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@@ -34,7 +34,7 @@
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| [`CreateSwapChain`](create-swap-chain.md) | 创建交换链 |
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| [`CreateCommandList`](create-command-list.md) | 创建命令列表 |
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| [`CreateCommandQueue`](create-command-queue.md) | 创建命令队列 |
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| [`CreateShader`](create-shader.md) | 创建着色器 |
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| [`CreateShader`](../../device/create-shader.md) | 创建着色器 |
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| [`CreatePipelineState`](create-pipeline-state.md) | 创建管线状态 |
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| [`CreateFence`](create-fence.md) | 创建栅栏 |
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| [`CreateSampler`](create-sampler.md) | 创建采样器 |
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@@ -48,6 +48,6 @@ std::cout << "GL Version: " << info.majorVersion << "." << info.minorVersion <<
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## 相关文档
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- [OpenGLDevice](device.md) - 类总览
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- [RHIDeviceInfo](../../types/device-info.md) - 设备信息结构定义
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- [RHIDeviceInfo](../../types/types.md) - 设备信息结构定义
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- [GetCapabilities](get-capabilities.md) - 获取设备能力
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- [GetDeviceInfoImpl](get-device-info-impl.md) - 获取设备信息实现
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13
docs/api/rhi/opengl/device/get-native-context.md
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13
docs/api/rhi/opengl/device/get-native-context.md
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@@ -0,0 +1,13 @@
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# OpenGLDevice::GetNativeContext
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获取 OpenGL 渲染上下文句柄。
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```cpp
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void* GetNativeContext() const;
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```
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**返回:** `void*` - OpenGL 渲染上下文句柄(HGLRC)
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## 相关文档
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- [OpenGLDevice 总览](device.md)
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13
docs/api/rhi/opengl/device/make-context-current.md
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13
docs/api/rhi/opengl/device/make-context-current.md
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@@ -0,0 +1,13 @@
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# OpenGLDevice::MakeContextCurrent
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使 OpenGL 上下文成为当前线程的活跃渲染上下文。
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```cpp
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bool MakeContextCurrent();
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```
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**返回:** `bool` - 成功返回 true
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## 相关文档
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- [OpenGLDevice 总览](device.md)
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@@ -1,22 +1,26 @@
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# OpenGLSwapChain::Initialize
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使用已存在的窗口初始化 OpenGL 交换链。
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```cpp
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bool Initialize(GLFWwindow* window, bool vsync = true);
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bool Initialize(OpenGLDevice* device, HWND window, int width, int height);
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```
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初始化 OpenGL 交换链。
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**参数:**
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- `window` - GLFW 窗口指针
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- `vsync` - 是否启用垂直同步
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- `device` - OpenGL 设备指针
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- `window` - Win32 窗口句柄
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- `width` - 窗口宽度
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- `height` - 窗口高度
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**返回:** 成功返回 true
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**返回:** 成功初始化返回 true
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**示例:**
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```cpp
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OpenGLDevice device;
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device.Initialize({});
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OpenGLSwapChain swapChain;
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swapChain.Initialize(window, true);
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swapChain.Initialize(&device, hwnd, 1280, 720);
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```
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## 相关文档
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