From a8b0f6fb7008aa7c652f558ebe3d24e0514355bf Mon Sep 17 00:00:00 2001 From: kimci86 Date: Fri, 8 Nov 2024 23:32:20 +0100 Subject: [PATCH] Emphasize words in documentation with markdown syntax --- include/SFML/Graphics/Shader.hpp | 2 +- include/SFML/Graphics/Shape.hpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/include/SFML/Graphics/Shader.hpp b/include/SFML/Graphics/Shader.hpp index 8d3c6ab51..7cf3b9f54 100644 --- a/include/SFML/Graphics/Shader.hpp +++ b/include/SFML/Graphics/Shader.hpp @@ -932,7 +932,7 @@ private: /// for SFML. /// /// Like any C/C++ program, a GLSL shader has its own variables -/// called \a `uniforms` that you can set from your C++ application. +/// called _uniforms_ that you can set from your C++ application. /// `sf::Shader` handles different types of uniforms: /// \li scalars: \p float, \p int, \p bool /// \li vectors (2, 3 or 4 components) diff --git a/include/SFML/Graphics/Shape.hpp b/include/SFML/Graphics/Shape.hpp index f0c4b2a22..dc3657ff4 100644 --- a/include/SFML/Graphics/Shape.hpp +++ b/include/SFML/Graphics/Shape.hpp @@ -250,7 +250,7 @@ public: /// In other words, this function returns the bounds of the /// shape in the global 2D world's coordinate system. /// - /// This function does not necessarily return the \a `minimal` + /// This function does not necessarily return the _minimal_ /// bounding rectangle. It merely ensures that the returned /// rectangle covers all the vertices (but possibly more). /// This allows for a fast approximation of the bounds as a