doc: add a "non stable" warning for parts which are not part

of the stable API yet and a couple of other minor doc updates...
This commit is contained in:
Gael Guennebaud
2008-11-22 19:51:05 +00:00
parent a040b7f15d
commit 582c1f92c8
10 changed files with 29 additions and 24 deletions

View File

@@ -67,7 +67,7 @@ might still be interesting to write generic and efficient algorithms taking as i
kind of transformations.
Any of the above transformation types can be converted to any other types of the same nature,
or to a more generic type. Here are come additional examples:
or to a more generic type. Here are some additional examples:
<table class="tutorial_code">
<tr><td>\code
Rotation2Df r = Matrix2f(..); // assumes a pure rotation matrix
@@ -176,7 +176,7 @@ t.pretranslate(Vector_(tx,ty,..));
t *= Translation_(tx,ty,..);
t = Translation_(tx,ty,..) * t;
\endcode</td></tr>
<tr><td>\b Rotation \n <em class="note">In 2D, any_rotation can also \n be an angle in radian</em></td><td>\code
<tr><td>\b Rotation \n <em class="note">In 2D and for the procedural API, any_rotation can also \n be an angle in radian</em></td><td>\code
t.rotate(any_rotation);
t.prerotate(any_rotation);
\endcode</td><td>\code
@@ -216,7 +216,7 @@ t = Translation_(..) * t * RotationType(..) * Translation_(..) * Scaling_(..);
<table class="tutorial_code">
<tr><td style="max-width:30em;">
Euler angles might be convenient to create rotation objects.
On the other hand, since there exist 24 differents convensions,they are pretty confusing to use. This example shows how
On the other hand, since there exist 24 differents convension,they are pretty confusing to use. This example shows how
to create a rotation matrix according to the 2-1-2 convention.</td><td>\code
Matrix3f m;
m = AngleAxisf(angle1, Vector3f::UnitZ())