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Description: Fix some manpage issues.
When manpages are generated from this,
certain strings are interpreted as (missing)
macros and the items are not displayed.
Author: Tobias Hansen <tobias.han@gmx.de>
--- a/docs/src/allegro._tx
+++ b/docs/src/allegro._tx
@@ -6667,12 +6667,12 @@
@shortdesc Draws a sprite tinted with a specific color.
In 256-color modes, uses the global color_map table to tint the sprite
image to the specified color or to light it to the level specified by
- 'color', depending on the function which was used to build the table
+ `color', depending on the function which was used to build the table
(create_trans_table or create_light_table), and draws the resulting image
to the destination bitmap. In truecolor modes, uses the blender functions
- to light the sprite image using the alpha level specified by 'color' (the
+ to light the sprite image using the alpha level specified by `color' (the
alpha level which was passed to the blender functions is ignored) and
- draws the resulting image to the destination bitmap. The 'color' parameter
+ draws the resulting image to the destination bitmap. The `color' parameter
must be in the range [0-255] whatever its actual meaning is. This must
only be used after you have set up the color mapping table (for 256-color
modes) or blender functions (for truecolor modes). Example:
@@ -6696,7 +6696,7 @@
@xref bitmap_mask_color
@eref exshade
@shortdesc Draws a sprite with gouraud shading.
- More sophisticated version of draw_lit_sprite(): the 'color' parameter is
+ More sophisticated version of draw_lit_sprite(): the `color' parameter is
not constant across the sprite image anymore but interpolated between the
four specified corner colors. The corner values passed to this function
indicate the strength of the color applied on them, ranging from 0 (no
@@ -12197,7 +12197,7 @@
0, 0, 0, /* Viewer position, in this case, 0/0/0. */
0, 0, -1, /* Viewer direction, in this case along negative z. */
0, 1, 0, /* Up vector, in this case positive y. */
- 32, /* The FOV, here 45. */
+ 32, /* The FOV, here 45 degrees. */
(float)SCREEN_W / (float)SCREEN_H)); /* Aspect ratio. */
/* Applying the matrix transforms the point 100/200/-300
@@ -12384,7 +12384,7 @@
The fov parameter specifies the field of view (ie. width of the camera
focus) in binary, 256 degrees to the circle format. For typical
projections, a field of view in the region 32-48 will work well. 64
- (90) applies no extra scaling - so something which is one unit away
+ (90 degrees) applies no extra scaling - so something which is one unit away
from the viewer will be directly scaled to the viewport. A bigger FOV
moves you closer to the viewing plane, so more objects will appear. A
smaller FOV moves you away from the viewing plane, which means you see a
@@ -13365,13 +13365,13 @@
so you should reserve 6x that amount, just to be sure. The list of files
is filtered according to the file extensions in the ext parameter.
Passing NULL includes all files; "PCX;BMP" includes only files with
- .PCX or .BMP extensions. If you wish to control files by their attributes,
+ `.PCX' or `.BMP' extensions. If you wish to control files by their attributes,
one of the fields in the extension list can begin with a slash, followed
by a set of attribute characters. Any attribute written on its own, or
with a '+' before it, indicates to include only files which have that
attribute set. Any attribute with a '-' before it indicates to leave out
- any files with that attribute. The flag characters are 'r' (read-only),
- 'h' (hidden), 's' (system), 'd' (directory) and 'a' (archive). For
+ any files with that attribute. The flag characters are `r' (read-only),
+ `h' (hidden), `s' (system), `d' (directory) and `a' (archive). For
example, an extension string of "PCX;BMP;/+r-h" will display only PCX or
BMP files that are read-only and not hidden. The directories are not
affected in the same way as the other files by the extension string: the
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