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Diffstat (limited to 'manuals/chickadee/Rendering-Engine.html')
-rw-r--r-- | manuals/chickadee/Rendering-Engine.html | 51 |
1 files changed, 20 insertions, 31 deletions
diff --git a/manuals/chickadee/Rendering-Engine.html b/manuals/chickadee/Rendering-Engine.html index daef0ce..7aeb885 100644 --- a/manuals/chickadee/Rendering-Engine.html +++ b/manuals/chickadee/Rendering-Engine.html @@ -1,6 +1,6 @@ <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> -<!-- Copyright (C) 2017, 2018, 2019 David Thompson davet@gnu.org +<!-- Copyright (C) 2017-2020 David Thompson davet@gnu.org Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3 @@ -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 6.5, http://www.gnu.org/software/texinfo/ --> +<!-- Created by GNU Texinfo 6.6, 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> @@ -38,23 +38,14 @@ http://www.texinfo.org/ (GNU Texinfo). <!-- a.summary-letter {text-decoration: none} blockquote.indentedblock {margin-right: 0em} -blockquote.smallindentedblock {margin-right: 0em; font-size: smaller} -blockquote.smallquotation {font-size: smaller} div.display {margin-left: 3.2em} div.example {margin-left: 3.2em} div.lisp {margin-left: 3.2em} -div.smalldisplay {margin-left: 3.2em} -div.smallexample {margin-left: 3.2em} -div.smalllisp {margin-left: 3.2em} kbd {font-style: oblique} pre.display {font-family: inherit} pre.format {font-family: inherit} pre.menu-comment {font-family: serif} pre.menu-preformatted {font-family: serif} -pre.smalldisplay {font-family: inherit; font-size: smaller} -pre.smallexample {font-size: smaller} -pre.smallformat {font-family: inherit; font-size: smaller} -pre.smalllisp {font-size: smaller} span.nolinebreak {white-space: nowrap} span.roman {font-family: initial; font-weight: normal} span.sansserif {font-family: sans-serif; font-weight: normal} @@ -89,14 +80,12 @@ ul.no-bullet {list-style: none} </head> <body lang="en"> -<a name="Rendering-Engine"></a> -<div class="header"> +<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> [<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> </div> <hr> -<a name="Rendering-Engine-1"></a> -<h4 class="subsection">2.3.10 Rendering Engine</h4> +<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 @@ -116,8 +105,8 @@ would be tedious to have to have to specify them each time <code>(chickadee render)</code> module. </p> <dl> -<dt><a name="index-gpu_002dapply"></a>Syntax: <strong>gpu-apply</strong> <em>shader vertex-array [#:uniform-key uniform-value …]</em></dt> -<dt><a name="index-gpu_002dapply_002a"></a>Syntax: <strong>gpu-apply*</strong> <em>shader vertex-array count [#:uniform-key uniform-value …]</em></dt> +<dt id="index-gpu_002dapply">Syntax: <strong>gpu-apply</strong> <em>shader vertex-array [#:uniform-key uniform-value …]</em></dt> +<dt id="index-gpu_002dapply_002a">Syntax: <strong>gpu-apply*</strong> <em>shader vertex-array count [#:uniform-key uniform-value …]</em></dt> <dd> <p>Render <var>vertex-array</var> using <var>shader</var> with the uniform values specified in the following keyword arguments. @@ -127,8 +116,8 @@ specified in the following keyword arguments. </p></dd></dl> <dl> -<dt><a name="index-gpu_002dapply_002finstanced"></a>Syntax: <strong>gpu-apply/instanced</strong> <em>shader vertex-array n [#:uniform-key uniform-value …]</em></dt> -<dt><a name="index-gpu_002dapply_002finstanced-1"></a>Syntax: <strong>gpu-apply/instanced</strong> <em>shader vertex-array count n [#:uniform-key uniform-value …]</em></dt> +<dt id="index-gpu_002dapply_002finstanced">Syntax: <strong>gpu-apply/instanced</strong> <em>shader vertex-array n [#:uniform-key uniform-value …]</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 …]</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. @@ -143,66 +132,66 @@ vertices. </p></dd></dl> <dl> -<dt><a name="index-current_002dviewport"></a>Procedure: <strong>current-viewport</strong></dt> +<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>). </p></dd></dl> <dl> -<dt><a name="index-current_002dframebuffer"></a>Procedure: <strong>current-framebuffer</strong></dt> +<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>). </p></dd></dl> <dl> -<dt><a name="index-current_002dblend_002dmode"></a>Procedure: <strong>current-blend-mode</strong></dt> +<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>). </p></dd></dl> <dl> -<dt><a name="index-current_002ddepth_002dtest"></a>Procedure: <strong>current-depth-test</strong></dt> +<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>). </p></dd></dl> <dl> -<dt><a name="index-current_002dtexture"></a>Procedure: <strong>current-texture</strong></dt> +<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>). </p></dd></dl> <dl> -<dt><a name="index-current_002dprojection"></a>Procedure: <strong>current-projection</strong></dt> +<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>). </p></dd></dl> <dl> -<dt><a name="index-with_002dviewport"></a>Syntax: <strong>with-viewport</strong> <em>viewport body …</em></dt> +<dt id="index-with_002dviewport">Syntax: <strong>with-viewport</strong> <em>viewport body …</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>). </p></dd></dl> <dl> -<dt><a name="index-with_002dframebuffer"></a>Syntax: <strong>with-framebuffer</strong> <em>framebuffer body …</em></dt> +<dt id="index-with_002dframebuffer">Syntax: <strong>with-framebuffer</strong> <em>framebuffer body …</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>). </p></dd></dl> <dl> -<dt><a name="index-with_002dblend_002dmode"></a>Syntax: <strong>with-blend-mode</strong> <em>blend-mode body …</em></dt> +<dt id="index-with_002dblend_002dmode">Syntax: <strong>with-blend-mode</strong> <em>blend-mode body …</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>). </p></dd></dl> <dl> -<dt><a name="index-with_002ddepth_002dtest"></a>Syntax: <strong>with-depth-test</strong> <em>depth-test? body …</em></dt> +<dt id="index-with_002ddepth_002dtest">Syntax: <strong>with-depth-test</strong> <em>depth-test? body …</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>). </p></dd></dl> <dl> -<dt><a name="index-with_002dtexture"></a>Syntax: <strong>with-texture</strong> <em>texture body …</em></dt> +<dt id="index-with_002dtexture">Syntax: <strong>with-texture</strong> <em>texture body …</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>). </p></dd></dl> <dl> -<dt><a name="index-with_002dprojection"></a>Syntax: <strong>with-projection</strong> <em>projection body …</em></dt> +<dt id="index-with_002dprojection">Syntax: <strong>with-projection</strong> <em>projection body …</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>). </p></dd></dl> |