diff options
author | David Thompson <dthompson@vistahigherlearning.com> | 2020-11-19 20:50:56 -0500 |
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committer | David Thompson <dthompson@vistahigherlearning.com> | 2020-11-19 20:50:56 -0500 |
commit | 03f0340ae9df26b40855dd78216ff47738957851 (patch) | |
tree | 83ea1b646320b958b01757b8e7739783ecf68c91 /manuals/chickadee/Buffers.html | |
parent | fc7097f7368b384f6dc52d32da763af90bd3564a (diff) |
manuals: Update chickadee manual to 0.6.0.
Diffstat (limited to 'manuals/chickadee/Buffers.html')
-rw-r--r-- | manuals/chickadee/Buffers.html | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/manuals/chickadee/Buffers.html b/manuals/chickadee/Buffers.html index bfea5a1..e5652c3 100644 --- a/manuals/chickadee/Buffers.html +++ b/manuals/chickadee/Buffers.html @@ -18,7 +18,7 @@ Foundation Web site at http://www.gnu.org/licenses/fdl.html. The document was typeset with http://www.texinfo.org/ (GNU Texinfo). --> -<!-- Created by GNU Texinfo 6.6, http://www.gnu.org/software/texinfo/ --> +<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ --> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> <title>Buffers (The Chickadee Game Toolkit)</title> @@ -28,12 +28,12 @@ http://www.texinfo.org/ (GNU Texinfo). <meta name="resource-type" content="document"> <meta name="distribution" content="global"> <meta name="Generator" content="makeinfo"> -<link href="index.html#Top" rel="start" title="Top"> -<link href="Index.html#Index" rel="index" title="Index"> +<link href="index.html" rel="start" title="Top"> +<link href="Index.html" rel="index" title="Index"> <link href="index.html#SEC_Contents" rel="contents" title="Table of Contents"> -<link href="Graphics.html#Graphics" rel="up" title="Graphics"> -<link href="Shaders.html#Shaders" rel="next" title="Shaders"> -<link href="Rendering-Engine.html#Rendering-Engine" rel="prev" title="Rendering Engine"> +<link href="Graphics.html" rel="up" title="Graphics"> +<link href="Shaders.html" rel="next" title="Shaders"> +<link href="Rendering-Engine.html" rel="prev" title="Rendering Engine"> <style type="text/css"> <!-- a.summary-letter {text-decoration: none} @@ -82,7 +82,7 @@ ul.no-bullet {list-style: none} <body lang="en"> <span id="Buffers"></span><div class="header"> <p> -Next: <a href="Shaders.html#Shaders" accesskey="n" rel="next">Shaders</a>, Previous: <a href="Rendering-Engine.html#Rendering-Engine" accesskey="p" rel="prev">Rendering Engine</a>, Up: <a href="Graphics.html#Graphics" accesskey="u" rel="up">Graphics</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html#Index" title="Index" rel="index">Index</a>]</p> +Next: <a href="Shaders.html" accesskey="n" rel="next">Shaders</a>, Previous: <a href="Rendering-Engine.html" accesskey="p" rel="prev">Rendering Engine</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p> </div> <hr> <span id="Buffers-1"></span><h4 class="subsection">2.3.13 Buffers</h4> @@ -91,7 +91,7 @@ Next: <a href="Shaders.html#Shaders" accesskey="n" rel="next">Shaders</a>, Previ and discuss what is going on under the hood. The GPU exists as a discrete piece of hardware separate from the CPU. In order to make it draw things, we must ship lots of data out of our memory space and -into the GPU. The <code>(chickadee render buffer</code>) module provides an +into the GPU. The <code>(chickadee graphics buffer</code>) module provides an API for manipulating GPU buffers. </p> <p>In OpenGL terminology, a chunk of data allocated on the GPU is a @@ -100,7 +100,7 @@ that could be transformed into a GPU buffer that packs together vertex position and texture coordinates: </p> <div class="example"> -<pre class="example">(use-modules (chickadee render buffer) (srfi srfi-4)) +<pre class="example">(use-modules (chickadee graphics buffer) (srfi srfi-4)) (define data (f32vector -8.0 -8.0 ; 2D vertex 0.0 0.0 ; 2D texture coordinate @@ -170,7 +170,7 @@ which data is index data. created, all that’s left is to bind them all together in a “vertex array object”, or VAO. Vertex arrays associate each buffer view with an attribute index on the GPU. The indices that are chosen must -correspond with the indices that the shader (see <a href="Shaders.html#Shaders">Shaders</a>) expects +correspond with the indices that the shader (see <a href="Shaders.html">Shaders</a>) expects for each attribute. </p> <div class="example"> @@ -183,8 +183,8 @@ for each attribute. <p>With the vertex array created, the GPU is now fully aware of how to interpret the data that it has been given in the original buffer. Actually rendering this square is left as an exercise to the reader. -See the <a href="Shaders.html#Shaders">Shaders</a> section and the <code>gpu-apply</code> procedure in -<a href="Rendering-Engine.html#Rendering-Engine">Rendering Engine</a> for the remaining pieces of a successful draw +See the <a href="Shaders.html">Shaders</a> section and the <code>gpu-apply</code> procedure in +<a href="Rendering-Engine.html">Rendering Engine</a> for the remaining pieces of a successful draw call. Additionally, consider reading the source code for sprites, shapes, or particles to see GPU buffers in action. </p> @@ -341,7 +341,7 @@ single number </li></ul> <p><var>divisor</var> is only needed for instanced rendering applications (see -<code>gpu-apply/instanced</code> in <a href="Rendering-Engine.html#Rendering-Engine">Rendering Engine</a>) and represents +<code>gpu-apply/instanced</code> in <a href="Rendering-Engine.html">Rendering Engine</a>) and represents how many instances each vertex element applies to. A divisor of 0 means that a single element is used for every instance and is used for the data being instanced. A divisor of 1 means that each element is @@ -453,7 +453,7 @@ data for <var>vertex-array</var>. <hr> <div class="header"> <p> -Next: <a href="Shaders.html#Shaders" accesskey="n" rel="next">Shaders</a>, Previous: <a href="Rendering-Engine.html#Rendering-Engine" accesskey="p" rel="prev">Rendering Engine</a>, Up: <a href="Graphics.html#Graphics" accesskey="u" rel="up">Graphics</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html#Index" title="Index" rel="index">Index</a>]</p> +Next: <a href="Shaders.html" accesskey="n" rel="next">Shaders</a>, Previous: <a href="Rendering-Engine.html" accesskey="p" rel="prev">Rendering Engine</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p> </div> |