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Fix issues identified by WinBuilder
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dmurdoch committed Sep 24, 2024
1 parent b820726 commit 15a31cc
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Showing 10 changed files with 19 additions and 12 deletions.
7 changes: 7 additions & 0 deletions NAMESPACE
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Expand Up @@ -42,6 +42,13 @@ S3method("as.gltf", "shapelist3d")
S3method("as.gltf", "rglobject")
S3method("as.gltf", "rglscene")

S3method("as.gltf", "rglbackground")
S3method("as.gltf", "rglbboxdeco")
S3method("as.gltf", "rglspheres")
S3method("as.gltf", "rglsprites")
S3method("as.gltf", "rglsubscene")
S3method("as.gltf", "rgltext")

S3method("as.rglscene", "gltf")

S3method("merge", "rglobject")
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2 changes: 1 addition & 1 deletion R/gltfObj.R
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Expand Up @@ -39,7 +39,7 @@ Gltf <- R6Class("gltf",
#' The glTF standard requires `min` and `max` values in
#' accessors, whereas other uses of buffers may not.
#' This function stores in the usual way using the
#' [`Buffer$addAccessor()`][Buffer] method, and then adds
#' [`Buffer$addAccessor()`][rgl::Buffer] method, and then adds
#' `min` and `max` values.
#'
#' The standard also doesn't support signed 4 byte integers
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2 changes: 1 addition & 1 deletion man/Gltf.Rd

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2 changes: 1 addition & 1 deletion man/as.gltf.Rd
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Expand Up @@ -82,7 +82,7 @@ Rescaling in the enclosing subscene.
\code{as.gltf} is a generic function.

The method for \code{"rglscene"} objects can handle most
objects produced by \code{\link{scene3d}}, but not all
objects produced by \code{\link[rgl]{scene3d}}, but not all
objects will be handled. In particular:
\itemize{
\item{Lights, text, bounding box decorations and backgrounds are saved in \dQuote{extra} fields, so
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4 changes: 2 additions & 2 deletions man/as.rglscene.Rd
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Expand Up @@ -6,7 +6,7 @@ Convert a glTF object to an rglscene or mesh3d object.
}
\description{
These methods convert a \code{"gltf"} object to
a \code{"rglscene"} object, similar to what \code{\link{scene3d}}
a \code{"rglscene"} object, similar to what \code{\link[rgl]{scene3d}}
would produce, or a \code{"mesh3d"} object.
}
\usage{
Expand Down Expand Up @@ -34,7 +34,7 @@ that information, otherwise include only what standard glTF viewers would displa
\item{clone}{Whether to clone the \code{gltf} object. See the Details below.}
\item{quick}{If \code{TRUE}, \code{\link{plot3d}} will work
on the result, but it is not sufficiently complete to use
as the scene in \code{\link{rglwidget}}.}
as the scene in \code{\link[rgl]{rglwidget}}.}
\item{add}{If \code{quick = FALSE}, the scene will be plotted
in an existing rgl scene, and both old and new parts will be returned.}
\item{...}{\code{as.mesh3d} passes these arguments to \code{as.rglscene}.}
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4 changes: 2 additions & 2 deletions man/gltfWidget.Rd
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Expand Up @@ -58,7 +58,7 @@ Give some progress information.
}
\item{open3dParams}{
A list to pass as the \code{params} argument to
\code{\link{open3d}}.
\code{\link[rgl]{open3d}}.
}
\item{usePBR}{
Whether to use physically based rendering methods.
Expand All @@ -70,7 +70,7 @@ actually contains PBR parameters.
A list containing optional arguments to the \code{\link{setPBRshaders}} function.
}
\item{\dots}{
Additional parameters which will be passed to \code{rgl::\link{playwidget}}.
Additional parameters which will be passed to \code{rgl::\link[rgl]{playwidget}}.
}
}
\details{
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2 changes: 1 addition & 1 deletion man/modifyShaders.Rd
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Expand Up @@ -12,7 +12,7 @@ modifyShaders(shaders, mod, ...)
}
\arguments{
\item{shaders}{
A list of shaders, e.g. as produced by \code{\link{getShaders}}.
A list of shaders, e.g. as produced by \code{\link[rgl]{getShaders}}.
}
\item{mod}{
Either a character value naming a built-in set of mods (currently just \code{"skins"}), or a list of mods as described
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4 changes: 2 additions & 2 deletions man/playgltf.Rd
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Expand Up @@ -43,8 +43,8 @@ Control the updates; see details below.
Whether to print status updates.
}
\item{...}{
Parameter settings to pass to \code{\link{plot3d.rglscene}} (and hence
to \code{\link{open3d}}).
Parameter settings to pass to \code{\link[rgl]{plot3d.rglscene}} (and hence
to \code{\link[rgl]{open3d}}).
}
}
\details{
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2 changes: 1 addition & 1 deletion man/setPBRshaders.Rd
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Expand Up @@ -68,7 +68,7 @@ values to control the contribution from each of those components
to the image based lighting.
}
\item{defines, uniforms, attributes, textures}{
Values to use in \code{\link{setUserShaders}} in addition
Values to use in \code{\link[rgl]{setUserShaders}} in addition
to the ones determined by this function.
}
}
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2 changes: 1 addition & 1 deletion man/showTags.Rd
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Expand Up @@ -25,7 +25,7 @@ displayed tags. The default will put the tag in front of
everything, so it won't be obscured by other objects.
}
\item{\dots}{
Other arguments to pass to \code{\link{text3d}}.
Other arguments to pass to \code{\link[rgl]{text3d}}.
}
}
\details{
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