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Emphasize words in documentation with markdown syntax
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@ -932,7 +932,7 @@ private:
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/// for SFML.
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/// for SFML.
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///
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///
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/// Like any C/C++ program, a GLSL shader has its own variables
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/// Like any C/C++ program, a GLSL shader has its own variables
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/// called \a `uniforms` that you can set from your C++ application.
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/// called _uniforms_ that you can set from your C++ application.
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/// `sf::Shader` handles different types of uniforms:
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/// `sf::Shader` handles different types of uniforms:
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/// \li scalars: \p float, \p int, \p bool
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/// \li scalars: \p float, \p int, \p bool
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/// \li vectors (2, 3 or 4 components)
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/// \li vectors (2, 3 or 4 components)
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@ -250,7 +250,7 @@ public:
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/// In other words, this function returns the bounds of the
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/// In other words, this function returns the bounds of the
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/// shape in the global 2D world's coordinate system.
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/// shape in the global 2D world's coordinate system.
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///
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///
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/// This function does not necessarily return the \a `minimal`
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/// This function does not necessarily return the _minimal_
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/// bounding rectangle. It merely ensures that the returned
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/// bounding rectangle. It merely ensures that the returned
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/// rectangle covers all the vertices (but possibly more).
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/// rectangle covers all the vertices (but possibly more).
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/// This allows for a fast approximation of the bounds as a
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/// This allows for a fast approximation of the bounds as a
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