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authorDavid Thompson <dthompson2@worcester.edu>2021-04-13 11:30:50 -0400
committerDavid Thompson <dthompson2@worcester.edu>2021-04-13 11:30:50 -0400
commitce9d6e8ad28b2d84d1a292a871c23b66a4654b54 (patch)
treeade44e7bb7b891c9ae0ceba18633ef4b2a911a7c /manuals/chickadee/Rendering-Engine.html
parent2a30eb2a2d5472be3df1254d5d4d04310314e628 (diff)
Add new guile-sdl2 and chickadee releases.
Diffstat (limited to 'manuals/chickadee/Rendering-Engine.html')
-rw-r--r--manuals/chickadee/Rendering-Engine.html24
1 files changed, 12 insertions, 12 deletions
diff --git a/manuals/chickadee/Rendering-Engine.html b/manuals/chickadee/Rendering-Engine.html
index 7c02082..bdc2444 100644
--- a/manuals/chickadee/Rendering-Engine.html
+++ b/manuals/chickadee/Rendering-Engine.html
@@ -85,7 +85,7 @@ ul.no-bullet {list-style: none}
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>
+<span id="Rendering-Engine-1"></span><h4 class="subsection">2.3.13 Rendering Engine</h4>
<p>Chickadee defines rendering using a metaphor familiar to Scheme
programmers: procedure application. A shader (see <a href="Shaders.html">Shaders</a>) is
@@ -93,31 +93,31 @@ 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</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.
+provides <code>shader-apply</code> for calling shaders.
</p>
<p>Additionally, there is some dynamic state that effects how
-<code>gpu-apply</code> will behave. Things like the current viewport,
+<code>shader-apply</code> will behave. Things like the current viewport,
framebuffer, and blend mode are stored as dynamic state because it
would be tedious to have to have to specify them each time
-<code>gpu-apply</code> is called.
+<code>shader-apply</code> is called.
</p>
<p>The following procedures and syntax can be found in the
<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>
-<dt id="index-gpu_002dapply_002a">Syntax: <strong>gpu-apply*</strong> <em>shader vertex-array count [#:uniform-key uniform-value &hellip;]</em></dt>
+<dt id="index-shader_002dapply">Syntax: <strong>shader-apply</strong> <em>shader vertex-array [#:uniform-key uniform-value &hellip;]</em></dt>
+<dt id="index-shader_002dapply_002a">Syntax: <strong>shader-apply*</strong> <em>shader vertex-array count [#:uniform-key uniform-value &hellip;]</em></dt>
<dd>
<p>Render <var>vertex-array</var> using <var>shader</var> with the uniform values
specified in the following keyword arguments.
</p>
-<p>While <code>gpu-apply</code> will draw every vertex in <var>vertex-array</var>,
-<code>gpu-apply*</code> will only draw <var>count</var> vertices.
+<p>While <code>shader-apply</code> will draw every vertex in <var>vertex-array</var>,
+<code>shader-apply*</code> will only draw <var>count</var> vertices.
</p></dd></dl>
<dl>
-<dt id="index-gpu_002dapply_002finstanced">Syntax: <strong>gpu-apply/instanced</strong> <em>shader vertex-array n [#:uniform-key uniform-value &hellip;]</em></dt>
-<dt id="index-gpu_002dapply_002finstanced-1">Syntax: <strong>gpu-apply/instanced</strong> <em>shader vertex-array count n [#:uniform-key uniform-value &hellip;]</em></dt>
+<dt id="index-shader_002dapply_002finstanced">Syntax: <strong>shader-apply/instanced</strong> <em>shader vertex-array n [#:uniform-key uniform-value &hellip;]</em></dt>
+<dt id="index-shader_002dapply_002finstanced-1">Syntax: <strong>shader-apply/instanced</strong> <em>shader vertex-array count n [#:uniform-key uniform-value &hellip;]</em></dt>
<dd>
<p>Render <var>vertex-array</var> <var>n</var> times using <var>shader</var> with the
uniform values specified in the following keyword arguments.
@@ -126,8 +126,8 @@ uniform values specified in the following keyword arguments.
many times with only small differences for each one. For example, the
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>
+<p>While <code>shader-apply/instanced</code> will draw every vertex in
+<var>vertex-array</var>, <code>shader-apply*</code> will only draw <var>count</var>
vertices.
</p></dd></dl>