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Fix broken table headers with rowspans
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reima committed Oct 4, 2015
1 parent 3e4ba7a commit d7519f7
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4 changes: 2 additions & 2 deletions es3/glGetProgramResource.xhtml
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</colgroup>
<thead>
<tr>
<th style="text-align: center; border-right: 2px solid ; " rowspan="2">Property</th>
<th style="text-align: center; " rowspan="2">Supported Interfaces</th>
<th style="text-align: center; border-right: 2px solid ; ">Property</th>
<th style="text-align: center; ">Supported Interfaces</th>
</tr>
</thead>
<tbody>
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4 changes: 2 additions & 2 deletions gl3/glTexBuffer.xhtml
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is zero, any buffer object attached to the buffer texture is detached and no new buffer object is attached. If <em class="parameter"><code>buffer</code></em>
is non-zero, it must be the name of an existing buffer object. <em class="parameter"><code>target</code></em> must be <code class="constant">GL_TEXTURE_BUFFER</code>.
<em class="parameter"><code>internalformat</code></em> specifies the storage format, and must be one of the following sized internal formats:
</p><div class="informaltable"><table><colgroup><col class="col1" /><col class="col2" /><col class="col3" /><col class="col4" /><col class="col5" /><col class="col6" /><col class="col7" /><col class="col8" /></colgroup><thead><tr><th rowspan="2" class="center"> </th><th rowspan="2" class="center"> </th><th rowspan="2" class="center"> </th><th rowspan="2" class="center"> </th><th colspan="4"><span class="bold"><strong>
</p><div class="informaltable"><table><colgroup><col class="col1" /><col class="col2" /><col class="col3" /><col class="col4" /><col class="col5" /><col class="col6" /><col class="col7" /><col class="col8" /></colgroup><thead><tr><th rowspan="2" class="center"><strong>Sized Internal Format</strong></th><th rowspan="2" class="center"><strong>Base Type</strong></th><th rowspan="2" class="center"><strong>Components</strong></th><th rowspan="2" class="center"><strong>Norm</strong></th><th colspan="4"><span class="bold"><strong>
Component
</strong></span></th></tr></thead><tbody><tr><td><span class="bold"><strong>Sized Internal Format</strong></span></td><td><span class="bold"><strong>Base Type</strong></span></td><td><span class="bold"><strong>Components</strong></span></td><td><span class="bold"><strong>Norm</strong></span></td><td class="center">0</td><td class="center">1</td><td class="center">2</td><td class="center">3</td></tr><tr><td><code class="constant">GL_R8</code></td><td>ubyte</td><td>1</td><td>YES</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R16</code></td><td>ushort</td><td>1</td><td>YES</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R16F</code></td><td>half</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R32F</code></td><td>float</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R8I</code></td><td>byte</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R16I</code></td><td>short</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R32I</code></td><td>int</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R8UI</code></td><td>ubyte</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R16UI</code></td><td>ushort</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R32UI</code></td><td>uint</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG8</code></td><td>ubyte</td><td>2</td><td>YES</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG16</code></td><td>ushort</td><td>2</td><td>YES</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG16F</code></td><td>half</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG32F</code></td><td>float</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG8I</code></td><td>byte</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG16I</code></td><td>short</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG32I</code></td><td>int</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG8UI</code></td><td>ubyte</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG16UI</code></td><td>ushort</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG32UI</code></td><td>uint</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RGBA8</code></td><td>uint</td><td>4</td><td>YES</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA16</code></td><td>short</td><td>4</td><td>YES</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA16F</code></td><td>half</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA32F</code></td><td>float</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA8I</code></td><td>byte</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA16I</code></td><td>short</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA32I</code></td><td>int</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA8UI</code></td><td>ubyte</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA16UI</code></td><td>ushort</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA32UI</code></td><td>uint</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr></tbody></table></div><p>
</strong></span></th></tr><tr><td class="center">0</td><td class="center">1</td><td class="center">2</td><td class="center">3</td></tr></thead><tbody><tr><td><code class="constant">GL_R8</code></td><td>ubyte</td><td>1</td><td>YES</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R16</code></td><td>ushort</td><td>1</td><td>YES</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R16F</code></td><td>half</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R32F</code></td><td>float</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R8I</code></td><td>byte</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R16I</code></td><td>short</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R32I</code></td><td>int</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R8UI</code></td><td>ubyte</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R16UI</code></td><td>ushort</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_R32UI</code></td><td>uint</td><td>1</td><td>NO</td><td class="center">R</td><td class="center">0</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG8</code></td><td>ubyte</td><td>2</td><td>YES</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG16</code></td><td>ushort</td><td>2</td><td>YES</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG16F</code></td><td>half</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG32F</code></td><td>float</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG8I</code></td><td>byte</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG16I</code></td><td>short</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG32I</code></td><td>int</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG8UI</code></td><td>ubyte</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG16UI</code></td><td>ushort</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RG32UI</code></td><td>uint</td><td>2</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">0</td><td class="center">1</td></tr><tr><td><code class="constant">GL_RGBA8</code></td><td>uint</td><td>4</td><td>YES</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA16</code></td><td>short</td><td>4</td><td>YES</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA16F</code></td><td>half</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA32F</code></td><td>float</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA8I</code></td><td>byte</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA16I</code></td><td>short</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA32I</code></td><td>int</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA8UI</code></td><td>ubyte</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA16UI</code></td><td>ushort</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr><tr><td><code class="constant">GL_RGBA32UI</code></td><td>uint</td><td>4</td><td>NO</td><td class="center">R</td><td class="center">G</td><td class="center">B</td><td class="center">A</td></tr></tbody></table></div><p>
When a buffer object is attached to a buffer texture, the buffer object's data store
is taken as the texture's texel array. The number of texels in the buffer texture's
texel array is given by
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