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authorDavid Thompson <dthompson@vistahigherlearning.com>2020-11-19 20:50:56 -0500
committerDavid Thompson <dthompson@vistahigherlearning.com>2020-11-19 20:50:56 -0500
commit03f0340ae9df26b40855dd78216ff47738957851 (patch)
tree83ea1b646320b958b01757b8e7739783ecf68c91 /manuals/chickadee/Rendering-Engine.html
parentfc7097f7368b384f6dc52d32da763af90bd3564a (diff)
manuals: Update chickadee manual to 0.6.0.
Diffstat (limited to 'manuals/chickadee/Rendering-Engine.html')
-rw-r--r--manuals/chickadee/Rendering-Engine.html48
1 files changed, 24 insertions, 24 deletions
diff --git a/manuals/chickadee/Rendering-Engine.html b/manuals/chickadee/Rendering-Engine.html
index 7aeb885..7c02082 100644
--- a/manuals/chickadee/Rendering-Engine.html
+++ b/manuals/chickadee/Rendering-Engine.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>Rendering Engine (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="Buffers.html#Buffers" rel="next" title="Buffers">
-<link href="Viewports.html#Viewports" rel="prev" title="Viewports">
+<link href="Graphics.html" rel="up" title="Graphics">
+<link href="Buffers.html" rel="next" title="Buffers">
+<link href="Viewports.html" rel="prev" title="Viewports">
<style type="text/css">
<!--
a.summary-letter {text-decoration: none}
@@ -82,15 +82,15 @@ ul.no-bullet {list-style: none}
<body lang="en">
<span id="Rendering-Engine"></span><div class="header">
<p>
-Next: <a href="Buffers.html#Buffers" accesskey="n" rel="next">Buffers</a>, Previous: <a href="Viewports.html#Viewports" accesskey="p" rel="prev">Viewports</a>, Up: <a href="Graphics.html#Graphics" accesskey="u" rel="up">Graphics</a> &nbsp; [<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="Buffers.html" accesskey="n" rel="next">Buffers</a>, Previous: <a href="Viewports.html" accesskey="p" rel="prev">Viewports</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<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="Rendering-Engine-1"></span><h4 class="subsection">2.3.12 Rendering Engine</h4>
<p>Chickadee defines rendering using a metaphor familiar to Scheme
-programmers: procedure application. A shader (see <a href="Shaders.html#Shaders">Shaders</a>) is
+programmers: procedure application. A shader (see <a href="Shaders.html">Shaders</a>) is
like a procedure for the GPU to apply. Shaders are passed arguments:
-A vertex array containing the geometry to render (see <a href="Buffers.html#Buffers">Buffers</a>) and
+A vertex array containing the geometry to render (see <a href="Buffers.html">Buffers</a>) and
zero or more keyword arguments that the shader understands. Similar
to how Scheme has <code>apply</code> for calling procedures, Chickadee
provides <code>gpu-apply</code> for calling shaders.
@@ -102,7 +102,7 @@ would be tedious to have to have to specify them each time
<code>gpu-apply</code> is called.
</p>
<p>The following procedures and syntax can be found in the
-<code>(chickadee render)</code> module.
+<code>(chickadee graphics)</code> module.
</p>
<dl>
<dt id="index-gpu_002dapply">Syntax: <strong>gpu-apply</strong> <em>shader vertex-array [#:uniform-key uniform-value &hellip;]</em></dt>
@@ -124,7 +124,7 @@ uniform values specified in the following keyword arguments.
</p>
<p>Instanced rendering is very beneficial for rendering the same object
many times with only small differences for each one. For example, the
-particle effects described in <a href="Particles.html#Particles">Particles</a> use instanced rendering.
+particle effects described in <a href="Particles.html">Particles</a> use instanced rendering.
</p>
<p>While <code>gpu-apply/instanced</code> will draw every vertex in
<var>vertex-array</var>, <code>gpu-apply*</code> will only draw <var>count</var>
@@ -133,73 +133,73 @@ vertices.
<dl>
<dt id="index-current_002dviewport">Procedure: <strong>current-viewport</strong></dt>
-<dd><p>Return the currently bound viewport (see <a href="Viewports.html#Viewports">Viewports</a>).
+<dd><p>Return the currently bound viewport (see <a href="Viewports.html">Viewports</a>).
</p></dd></dl>
<dl>
<dt id="index-current_002dframebuffer">Procedure: <strong>current-framebuffer</strong></dt>
-<dd><p>Return the currently bound framebuffer (see <a href="Framebuffers.html#Framebuffers">Framebuffers</a>).
+<dd><p>Return the currently bound framebuffer (see <a href="Framebuffers.html">Framebuffers</a>).
</p></dd></dl>
<dl>
<dt id="index-current_002dblend_002dmode">Procedure: <strong>current-blend-mode</strong></dt>
-<dd><p>Return the currently bound blend mode (see <a href="Blending.html#Blending">Blending</a>).
+<dd><p>Return the currently bound blend mode (see <a href="Blending.html">Blending</a>).
</p></dd></dl>
<dl>
<dt id="index-current_002ddepth_002dtest">Procedure: <strong>current-depth-test</strong></dt>
-<dd><p>Return <code>#t</code> if depth testing is currently enabled (see <a href="Blending.html#Blending">Blending</a>).
+<dd><p>Return <code>#t</code> if depth testing is currently enabled (see <a href="Blending.html">Blending</a>).
</p></dd></dl>
<dl>
<dt id="index-current_002dtexture">Procedure: <strong>current-texture</strong></dt>
-<dd><p>Return the currently bound texture (see <a href="Textures.html#Textures">Textures</a>).
+<dd><p>Return the currently bound texture (see <a href="Textures.html">Textures</a>).
</p></dd></dl>
<dl>
<dt id="index-current_002dprojection">Procedure: <strong>current-projection</strong></dt>
-<dd><p>Return the currently bound projection matrix (see <a href="Matrices.html#Matrices">Matrices</a>).
+<dd><p>Return the currently bound projection matrix (see <a href="Matrices.html">Matrices</a>).
</p></dd></dl>
<dl>
<dt id="index-with_002dviewport">Syntax: <strong>with-viewport</strong> <em>viewport body &hellip;</em></dt>
-<dd><p>Evaluate <var>body</var> with the current viewport bound to <var>viewport</var> (see <a href="Viewports.html#Viewports">Viewports</a>).
+<dd><p>Evaluate <var>body</var> with the current viewport bound to <var>viewport</var> (see <a href="Viewports.html">Viewports</a>).
</p></dd></dl>
<dl>
<dt id="index-with_002dframebuffer">Syntax: <strong>with-framebuffer</strong> <em>framebuffer body &hellip;</em></dt>
<dd><p>Evaluate <var>body</var> with the current framebuffer bound to
-<var>framebuffer</var> (see <a href="Framebuffers.html#Framebuffers">Framebuffers</a>).
+<var>framebuffer</var> (see <a href="Framebuffers.html">Framebuffers</a>).
</p></dd></dl>
<dl>
<dt id="index-with_002dblend_002dmode">Syntax: <strong>with-blend-mode</strong> <em>blend-mode body &hellip;</em></dt>
<dd><p>Evaluate <var>body</var> with the current blend mode bound to
-<var>blend-mode</var> (see <a href="Blending.html#Blending">Blending</a>).
+<var>blend-mode</var> (see <a href="Blending.html">Blending</a>).
</p></dd></dl>
<dl>
<dt id="index-with_002ddepth_002dtest">Syntax: <strong>with-depth-test</strong> <em>depth-test? body &hellip;</em></dt>
<dd><p>Evaluate <var>body</var> with the depth-test disabled if <var>depth-test?</var>
-is <code>#f</code>, or enabled otherwise (see <a href="Blending.html#Blending">Blending</a>).
+is <code>#f</code>, or enabled otherwise (see <a href="Blending.html">Blending</a>).
</p></dd></dl>
<dl>
<dt id="index-with_002dtexture">Syntax: <strong>with-texture</strong> <em>texture body &hellip;</em></dt>
<dd><p>Evaluate <var>body</var> with the current texture bound to <var>texture</var>
-(see <a href="Textures.html#Textures">Textures</a>).
+(see <a href="Textures.html">Textures</a>).
</p></dd></dl>
<dl>
<dt id="index-with_002dprojection">Syntax: <strong>with-projection</strong> <em>projection body &hellip;</em></dt>
<dd><p>Evaluate <var>body</var> with the current projection matrix bound to
-<var>projection</var> (see <a href="Matrices.html#Matrices">Matrices</a>).
+<var>projection</var> (see <a href="Matrices.html">Matrices</a>).
</p></dd></dl>
<hr>
<div class="header">
<p>
-Next: <a href="Buffers.html#Buffers" accesskey="n" rel="next">Buffers</a>, Previous: <a href="Viewports.html#Viewports" accesskey="p" rel="prev">Viewports</a>, Up: <a href="Graphics.html#Graphics" accesskey="u" rel="up">Graphics</a> &nbsp; [<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="Buffers.html" accesskey="n" rel="next">Buffers</a>, Previous: <a href="Viewports.html" accesskey="p" rel="prev">Viewports</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<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>