On 02/16/2011 03:31 PM, Sam Hocevar wrote:
This fixes minor consistency issues in the website documentation.
Signed-off-by: Sam Hocevar<s...@hocevar.net>
---
docs/shading.html | 2 +-
docs/sourcetree.html | 2 +-
2 files changed, 2 insertions(+), 2 deletions(-)
Sorry, previous message got its whitespace corrupted.
diff --git a/docs/shading.html b/docs/shading.html
index c41d4a9..aba3959 100644
--- a/docs/shading.html
+++ b/docs/shading.html
@@ -167,7 +167,7 @@ Here's an example of using the compiler to compile a vertex
shader and
emit GL_ARB_vertex_program-style instructions:
</p>
<pre>
- src/glsl/glslcompiler --dump-ast myshader.vert
+ src/glsl/glsl_compiler --dump-ast myshader.vert
</pre>
Options include
diff --git a/docs/sourcetree.html b/docs/sourcetree.html
index 00dc4e7..30a973a 100644
--- a/docs/sourcetree.html
+++ b/docs/sourcetree.html
@@ -26,6 +26,7 @@ each directory.
<li><b>main</b> - main EGL library implementation. This is where all
the EGL API functions are implemented, like eglCreateContext().
</ul>
+<li><b>glsl</b> - a stand-alone GLSL compiler
<li><b>mesa</b> - Main Mesa sources
<ul>
<li><b>glapi</b> - OpenGL API dispatch layer. This is where all the
@@ -45,7 +46,6 @@ each directory.
</ul>
<li><b>x11</b> - Xlib-based software driver
<li><b>osmesa</b> - off-screen software driver
- <li><b>glslcompiler</b> - a stand-alone GLSL compiler driver
<li>XXX more
</ul>
<li><b>es</b> - OpenGL ES overlay, parallelly buildable with the core
Mesa
Thanks, I'll commit these with minor tweaks.
-Brian
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