From 7fe48853acbd376cdd9c701d6d37acc2784d130d Mon Sep 17 00:00:00 2001 From: David Thompson Date: Mon, 23 Jan 2017 21:44:37 -0500 Subject: Add Chickadee manual. --- manuals/chickadee/API-Reference.html | 93 ++++ manuals/chickadee/Audio.html | 82 +++ manuals/chickadee/Blending-and-Depth-Testing.html | 80 +++ manuals/chickadee/Copying-This-Manual.html | 85 ++++ manuals/chickadee/Framebuffers.html | 80 +++ .../chickadee/GNU-Free-Documentation-License.html | 553 +++++++++++++++++++++ manuals/chickadee/Graphics.html | 110 ++++ manuals/chickadee/Index.html | 204 ++++++++ manuals/chickadee/Input.html | 80 +++ manuals/chickadee/Installation.html | 93 ++++ manuals/chickadee/Kernel.html | 416 ++++++++++++++++ manuals/chickadee/Lines-and-Shapes.html | 80 +++ manuals/chickadee/Math.html | 94 ++++ manuals/chickadee/Matrices.html | 80 +++ manuals/chickadee/Rectangles.html | 80 +++ manuals/chickadee/Rendering-Engine.html | 183 +++++++ manuals/chickadee/Requirements.html | 92 ++++ manuals/chickadee/Shaders.html | 86 ++++ manuals/chickadee/Sprites.html | 80 +++ manuals/chickadee/Textures.html | 97 ++++ manuals/chickadee/Vectors.html | 80 +++ manuals/chickadee/Vertex-Arrays.html | 80 +++ manuals/chickadee/Viewports.html | 80 +++ manuals/chickadee/index.html | 164 ++++++ 24 files changed, 3152 insertions(+) create mode 100644 manuals/chickadee/API-Reference.html create mode 100644 manuals/chickadee/Audio.html create mode 100644 manuals/chickadee/Blending-and-Depth-Testing.html create mode 100644 manuals/chickadee/Copying-This-Manual.html create mode 100644 manuals/chickadee/Framebuffers.html create mode 100644 manuals/chickadee/GNU-Free-Documentation-License.html create mode 100644 manuals/chickadee/Graphics.html create mode 100644 manuals/chickadee/Index.html create mode 100644 manuals/chickadee/Input.html create mode 100644 manuals/chickadee/Installation.html create mode 100644 manuals/chickadee/Kernel.html create mode 100644 manuals/chickadee/Lines-and-Shapes.html create mode 100644 manuals/chickadee/Math.html create mode 100644 manuals/chickadee/Matrices.html create mode 100644 manuals/chickadee/Rectangles.html create mode 100644 manuals/chickadee/Rendering-Engine.html create mode 100644 manuals/chickadee/Requirements.html create mode 100644 manuals/chickadee/Shaders.html create mode 100644 manuals/chickadee/Sprites.html create mode 100644 manuals/chickadee/Textures.html create mode 100644 manuals/chickadee/Vectors.html create mode 100644 manuals/chickadee/Vertex-Arrays.html create mode 100644 manuals/chickadee/Viewports.html create mode 100644 manuals/chickadee/index.html (limited to 'manuals/chickadee') diff --git a/manuals/chickadee/API-Reference.html b/manuals/chickadee/API-Reference.html new file mode 100644 index 0000000..bee3d9d --- /dev/null +++ b/manuals/chickadee/API-Reference.html @@ -0,0 +1,93 @@ + + + + + +The Chickadee Game Toolkit: API Reference + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Previous: , Up: Top   [Contents][Index]

+
+
+ +

2 API Reference

+ + + + + + + + + + + + + + diff --git a/manuals/chickadee/Audio.html b/manuals/chickadee/Audio.html new file mode 100644 index 0000000..2f20199 --- /dev/null +++ b/manuals/chickadee/Audio.html @@ -0,0 +1,82 @@ + + + + + +The Chickadee Game Toolkit: Audio + + + + + + + + + + + + + + + + + + + + +
+

+Previous: , Up: API Reference   [Contents][Index]

+
+
+ +

2.5 Audio

+ +

There is no audio support yet. Stay tuned! +

+ + + + + diff --git a/manuals/chickadee/Blending-and-Depth-Testing.html b/manuals/chickadee/Blending-and-Depth-Testing.html new file mode 100644 index 0000000..0c0aaa3 --- /dev/null +++ b/manuals/chickadee/Blending-and-Depth-Testing.html @@ -0,0 +1,80 @@ + + + + + +The Chickadee Game Toolkit: Blending and Depth Testing + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Previous: , Up: Graphics   [Contents][Index]

+
+
+ +

2.4.5 Blending and Depth Testing

+ + + + + + diff --git a/manuals/chickadee/Copying-This-Manual.html b/manuals/chickadee/Copying-This-Manual.html new file mode 100644 index 0000000..f8bef99 --- /dev/null +++ b/manuals/chickadee/Copying-This-Manual.html @@ -0,0 +1,85 @@ + + + + + +The Chickadee Game Toolkit: Copying This Manual + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Previous: , Up: Top   [Contents][Index]

+
+
+ +

Appendix A Copying This Manual

+ + + + + + + + + + diff --git a/manuals/chickadee/Framebuffers.html b/manuals/chickadee/Framebuffers.html new file mode 100644 index 0000000..fd0c64f --- /dev/null +++ b/manuals/chickadee/Framebuffers.html @@ -0,0 +1,80 @@ + + + + + +The Chickadee Game Toolkit: Framebuffers + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Previous: , Up: Graphics   [Contents][Index]

+
+
+ +

2.4.8 Framebuffers

+ + + + + + diff --git a/manuals/chickadee/GNU-Free-Documentation-License.html b/manuals/chickadee/GNU-Free-Documentation-License.html new file mode 100644 index 0000000..ea990ae --- /dev/null +++ b/manuals/chickadee/GNU-Free-Documentation-License.html @@ -0,0 +1,553 @@ + + + + + +The Chickadee Game Toolkit: GNU Free Documentation License + + + + + + + + + + + + + + + + + + + + +
+

+Up: Copying This Manual   [Contents][Index]

+
+
+ +

A.1 GNU Free Documentation License

+
Version 1.3, 3 November 2008 +
+ +
+
Copyright © 2000, 2001, 2002, 2007, 2008 Free Software Foundation, Inc.
+http://fsf.org/
+
+Everyone is permitted to copy and distribute verbatim copies
+of this license document, but changing it is not allowed.
+
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    +
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+ +
+
+

+Up: Copying This Manual   [Contents][Index]

+
+ + + + + diff --git a/manuals/chickadee/Graphics.html b/manuals/chickadee/Graphics.html new file mode 100644 index 0000000..efe6df6 --- /dev/null +++ b/manuals/chickadee/Graphics.html @@ -0,0 +1,110 @@ + + + + + +The Chickadee Game Toolkit: Graphics + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Previous: , Up: API Reference   [Contents][Index]

+
+
+ +

2.4 Graphics

+ +

Chickadee aims to make hardware-accelerated graphics rendering as +simple and efficient as possible by providing high-level APIs that +interact with the low-level OpenGL API under the hood. Anyone that +has worked with OpenGL directly knows that it has a steep learning +curve and a lot of effort is needed to render even a single triangle. +The Chickadee rendering engine attempts to make it easy to do common +tasks like rendering a sprite while also providing all of the building +blocks to implement additional rendering techniques. +

+ + + + + + + + + + + + + + + + + diff --git a/manuals/chickadee/Index.html b/manuals/chickadee/Index.html new file mode 100644 index 0000000..3863270 --- /dev/null +++ b/manuals/chickadee/Index.html @@ -0,0 +1,204 @@ + + + + + +The Chickadee Game Toolkit: Index + + + + + + + + + + + + + + + + + + + +
+

+Previous: , Up: Top   [Contents][Index]

+
+
+ +

Index

+ +
Jump to:   A +   +B +   +C +   +D +   +G +   +K +   +L +   +M +   +Q +   +R +   +T +   +U +   +W +   +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Index Entry  Section

A
abort-game: Kernel
after-draw-hook: Kernel

B
before-draw-hook: Kernel

C
controller-add-hook: Kernel
controller-move-hook: Kernel
controller-press-hook: Kernel
controller-release-hook: Kernel
controller-remove-hook: Kernel
current-blend-mode: Rendering Engine
current-depth-test: Rendering Engine
current-framebuffer: Rendering Engine
current-projection: Rendering Engine
current-texture: Rendering Engine
current-viewport: Rendering Engine

D
draw-hook: Kernel

G
gpu-apply: Rendering Engine
gpu-apply*: Rendering Engine

K
key-press-hook: Kernel
key-release-hook: Kernel

L
load-hook: Kernel
load-image: Textures

M
mouse-move-hook: Kernel
mouse-press-hook: Kernel
mouse-release-hook: Kernel

Q
quit-hook: Kernel

R
run-game: Kernel

T
text-input-hook: Kernel
time: Kernel

U
update-hook: Kernel

W
with-blend-mode: Rendering Engine
with-depth-test: Rendering Engine
with-framebuffer: Rendering Engine
with-projection: Rendering Engine
with-texture: Rendering Engine
with-viewport: Rendering Engine

+
Jump to:   A +   +B +   +C +   +D +   +G +   +K +   +L +   +M +   +Q +   +R +   +T +   +U +   +W +   +
+ +
+
+

+Previous: , Up: Top   [Contents][Index]

+
+ + + + + diff --git a/manuals/chickadee/Input.html b/manuals/chickadee/Input.html new file mode 100644 index 0000000..3c25932 --- /dev/null +++ b/manuals/chickadee/Input.html @@ -0,0 +1,80 @@ + + + + + +The Chickadee Game Toolkit: Input + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Previous: , Up: API Reference   [Contents][Index]

+
+
+ +

2.2 Input

+ + + + + + diff --git a/manuals/chickadee/Installation.html b/manuals/chickadee/Installation.html new file mode 100644 index 0000000..f9f3629 --- /dev/null +++ b/manuals/chickadee/Installation.html @@ -0,0 +1,93 @@ + + + + + +The Chickadee Game Toolkit: Installation + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Previous: , Up: Top   [Contents][Index]

+
+
+ +

1 Installation

+ +

Chickadee is available for download from its website at +dthompson.us/projects/chickadee.html. This section describes +the software requirements of Chickadee, as well as how to install it. +

+

The build procedure for Chickadee is the same as for GNU software +packages, and is not covered here. Please see the files README +and INSTALL for additional details. +

+ + + + + + + + + diff --git a/manuals/chickadee/Kernel.html b/manuals/chickadee/Kernel.html new file mode 100644 index 0000000..c9d635b --- /dev/null +++ b/manuals/chickadee/Kernel.html @@ -0,0 +1,416 @@ + + + + + +The Chickadee Game Toolkit: Kernel + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Up: API Reference   [Contents][Index]

+
+
+ +

2.1 Kernel

+ +

At the very core of Chickadee, in the (chickadee) module, lies +an event loop. This loop, or “kernel”, is responsible for creating +and managing the game window, dispatching input events, ensuring that +the game is updated at the desired interval, and rendering graphics. +The kernel implements what is known as a “fixed timestep” game loop, +meaning that the game simulation will be advanced by a fixed interval +of time and will never vary from frame to frame, unlike some other +styles of game loops. The appropriately named run-game and +abort-game procedures are the entry and exit points to the +Chickadee kernel. +

+

On its own, the kernel does not do very much at all. In order to +actually respond to input events, update game state, or draw something +to the game window, a hacker with a penchant for game development must +latch onto extension points built into the kernel, called “hooks”, +and specify what action ought to be taken for any given event. For +example, the key-press-hook can be used to respond to the +a key being pressed by swinging the player’s mighty sword. +There are many hooks available, so read on to learn about all of them. +For information about using Guile’s hook API, see See Hooks in GNU Guile Reference Manual. +

+
+
Scheme Procedure: run-game [#:window-title "Chickadee!"]
+

[#:window-width 640] [#:window-height 480] [#:window-fullscreen? #f] + [#:update-hz 60] +Start the event loop. This procedure will not return until +abort-game is called. +

+

The update-hook will be run update-hz times per second. +

+

A new graphical window will be opened with window-width x +window-height as its dimensions, window-title as its +title, and in fullscreen mode if window-fullscreen? is +#t. +

+ +
+
Scheme Procedure: abort-game
+

Stop the currently running Chickadee event loop. +

+ +
+
Scheme Procedure: time
+

Return the current game time in milliseconds. +

+ +
+
Scheme Variable: load-hook
+

A hook that is run once when the event loop boots, before any other +hook is run. This hook is run with zero arguments. +

+
+
(add-hook! load-hook (lambda () (display "hello!\n")))
+
+ +
+ +
+
Scheme Variable: update-hook
+

A hook that is run every time the game simulation should be advanced. +This hook is run with a single argument dt, the fixed timestep +that was configured when the event loop was started, in milliseconds. +

+
+
(add-hook! update-hook (lambda (dt) (display "tick!\n")))
+
+ +
+ +
+
Scheme Variable: before-draw-hook
+

A hook that is run before a frame is rendered. This hook is run with +zero arguments. +

+
+
(add-hook! before-draw-hook (lambda () (display "about to draw!\n")))
+
+ +
+ +
+
Scheme Variable: after-draw-hook
+

A hook that is run after a frame is rendered. This hook is run with +zero arguments. +

+
+
(add-hook! after-draw-hook (lambda () (display "done drawing!\n")))
+
+ +

Combined with before-draw-hook, one can perform a frames per +second calculation to monitor game performance and stability. +

+
+ +
+
Scheme Variable: draw-hook
+

A hook that is run each time a frame should be rendered. This hook is +run with a single argument alpha, a value in the range [0, 1] +which represents how much time has past since the last game state +update relative to the upcoming game state update, as a percentage. +Because the game state is updated independent of rendering, it is +often the case that rendering is occuring between two updates. If the +game is rendered as it was during the last update, a strange +side-effect will occur that makes animation appear rough or +“choppy”. To counter this, the alpha value can be used to +perfrom a linear interpolation of a moving object between its current +position and its previous position. This odd trick has the pleasing +result of making the animation look smooth again, but requires keeping +track of previous state. +

+ +
+
(add-hook! draw-hook (lambda (alpha) (display "<(._.<) \n")))
+
+ +
+ +
+
Scheme Variable: quit-hook
+

A hook that is run when the user clicks the close button on the game +window. This hook is run with zero arguments. +

+
+
(add-hook! quit-hook (lambda () (display "bye!\n")))
+
+ +
+ +
+
Scheme Variable: key-press-hook
+

A hook that is run when a key is pressed on the keyboard. This hook +is run with four arguments: +

+
    +
  1. key: The symbolic name of the “virtual” key that was pressed. +For example: backspace. It’s called a virtual key because the +operating system may map a physical keyboard key to another key +entirely, such as how the author binds the “caps lock” key to mean +“control”. + +
  2. scancode: The symbolic name of the physical key that was +pressed. + +
  3. modifiers: A list of the symbolic names of modifier keys that +were being held down when the key was pressed. Possible values +include ctrl, alt, and shift. + +
  4. repeat?: #t if this is a repeated press of the same key. + +
+ +
+
(add-hook! key-press-hook
+           (lambda (key scancode modifiers repeat?)
+             (display "pressed key: ")
+             (display key)
+             (newline)))
+
+ +
+ +
+
Scheme Variable: key-release-hook
+

A hook that is run when a key is released on the keyboard. This hook +is run with three arguments: +

+
    +
  1. key: The symbolic name of the “virtual” key that was released. + +
  2. scancode: The symbolic name of the physical key that was +released. + +
  3. modifiers: A list of the symbolic names of modifier keys that +were being held down when the key was released. + +
+ +
+ +
+
Scheme Variable: text-input-hook
+

A hook that is run when printable text is typed on the keyboard. This +hook is run with a single argument, text, a string containing +the text that was entered. +

+ +
+
Scheme Variable: mouse-press-hook
+

A hook that is run when a mouse button is pressed. This hook is run +with four arguments: +

+
    +
  1. button: The symbolic name of the button that was pressed, such +as left, middle, or right. + +
  2. clicks: The number of times the button has been clicked in a row. + +
  3. x: The x coordinate of the mouse cursor. + +
  4. y: The y coordinate of the mouse cursor. + +
+ +
+ +
+
Scheme Variable: mouse-release-hook
+

A hook that is run when a mouse button is released. This hook is run +with three arguments: +

+
    +
  1. button: The symbolic name of the button that was released. + +
  2. x: The x coordinate of the mouse cursor. + +
  3. y: The y coordinate of the mouse cursor. + +
+ +
+ +
+
Scheme Variable: mouse-move-hook
+

A hook that is run when the mouse is moved. This hook is run with +five arguments: +

+
    +
  1. x: The x coordinate of the mouse cursor. + +
  2. y: The y coordinate of the mouse cursor. + +
  3. dx: The amount the mouse has moved along the x axis since the +last mouse move event. + +
  4. dy: The amount the mouse has moved along the y axis since the +last mouse move event. + +
  5. buttons: A list of the buttons that were pressed down when the +mouse was moved. + +
+ +
+ +
+
Scheme Variable: controller-add-hook
+

A hook that is run when a game controller is connected. This hook is +run with a single argument, controller, the controller that was +connected. +

+ +
+
Scheme Variable: controller-remove-hook
+

A hook that is run when a game controller is disconnected. This hook +is run with a single argument, controller, the controller that +was disconnected. +

+ +
+
Scheme Variable: controller-press-hook
+

A hook that is run when a button on a game controller is pressed. +This hook is run with two arguments: +

+
    +
  1. controller: The controller that triggered the event. + +
  2. button: The symbolic name of the button that was pressed. +Possible buttons are: + +
      +
    • a +
    • b +
    • x +
    • y +
    • back +
    • guide +
    • start +
    • left-stick +
    • right-stick +
    • left-shoulder +
    • right-shoulder +
    • dpad-up +
    • dpad-down +
    • dpad-left +
    • dpad-right + +
    + +
+ +
+ +
+
Scheme Variable: controller-release-hook
+

A hook that is run when a button on a game controller is released. +

+

This hook is run with two arguments: +

+
    +
  1. controller: The controller that triggered the event. + +
  2. button: The symbolic name of the button that was released. + +
+ +
+ +
+
Scheme Variable: controller-move-hook
+

A hook that is run when an analog stick or trigger on a game +controller is moved. This hook is run with three arguments +

+
    +
  1. controller: The controller that triggered the event. + +
  2. axis: The symbolic name of the axis that was moved. Possible +values are: + +
      +
    • left-x +
    • left-y +
    • right-x +
    • right-y +
    • trigger-left +
    • trigger-right +
    + +
+ +
+ +
+
+

+Next: , Up: API Reference   [Contents][Index]

+
+ + + + + diff --git a/manuals/chickadee/Lines-and-Shapes.html b/manuals/chickadee/Lines-and-Shapes.html new file mode 100644 index 0000000..01fac7b --- /dev/null +++ b/manuals/chickadee/Lines-and-Shapes.html @@ -0,0 +1,80 @@ + + + + + +The Chickadee Game Toolkit: Lines and Shapes + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Previous: , Up: Graphics   [Contents][Index]

+
+
+ +

2.4.3 Lines and Shapes

+ + + + + + diff --git a/manuals/chickadee/Math.html b/manuals/chickadee/Math.html new file mode 100644 index 0000000..0204efc --- /dev/null +++ b/manuals/chickadee/Math.html @@ -0,0 +1,94 @@ + + + + + +The Chickadee Game Toolkit: Math + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Previous: , Up: API Reference   [Contents][Index]

+
+
+ +

2.3 Math

+ +

Chickadee contains data types and procedures for performing the most +common computations in video game simulations such as linear algebra +with vectors and matrices and axis-aligned bounding box collision +detection. +

+ + + + + + + + + + + diff --git a/manuals/chickadee/Matrices.html b/manuals/chickadee/Matrices.html new file mode 100644 index 0000000..f84f62d --- /dev/null +++ b/manuals/chickadee/Matrices.html @@ -0,0 +1,80 @@ + + + + + +The Chickadee Game Toolkit: Matrices + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Previous: , Up: Math   [Contents][Index]

+
+
+ +

2.3.2 Matrices

+ + + + + + diff --git a/manuals/chickadee/Rectangles.html b/manuals/chickadee/Rectangles.html new file mode 100644 index 0000000..743db15 --- /dev/null +++ b/manuals/chickadee/Rectangles.html @@ -0,0 +1,80 @@ + + + + + +The Chickadee Game Toolkit: Rectangles + + + + + + + + + + + + + + + + + + + + +
+

+Previous: , Up: Math   [Contents][Index]

+
+
+ +

2.3.3 Rectangles

+ + + + + + diff --git a/manuals/chickadee/Rendering-Engine.html b/manuals/chickadee/Rendering-Engine.html new file mode 100644 index 0000000..b4514db --- /dev/null +++ b/manuals/chickadee/Rendering-Engine.html @@ -0,0 +1,183 @@ + + + + + +The Chickadee Game Toolkit: Rendering Engine + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Up: Graphics   [Contents][Index]

+
+
+ +

2.4.1 Rendering Engine

+ +

Chickadee defines rendering using a metaphor familiar to Scheme +programmers: procedure application. A shader (see Shaders) is +like a procedure for the GPU to apply. Shaders are passed arguments: +A vertex array containing the geometry to render (see Vertex Arrays) and zero or more keyword arguments that the shader +understands. Similar to how Scheme has apply for calling +procedures, Chickadee provides gpu-apply for calling shaders. +

+

Additionally, there is some dynamic state that effects how +gpu-apply 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 +gpu-apply is called. +

+

The following procedures and syntax can be found in the +(chickadee render) module. +

+
+
Scheme Syntax: gpu-apply shader vertex-array [#:uniform-key uniform-value ...]
+
Scheme Syntax: gpu-apply* shader vertex-array count [#:uniform-key uniform-value ...]
+
+

Render vertex-array using shader with the uniform values +specified in the following keyword arguments. +

+

While gpu-apply will draw every vertex in vertex-array, +gpu-apply* will only draw count vertices. +

+
+ +
+
Scheme Procedure: current-viewport
+

Return the currently bound viewport. See Viewports for more +details about using viewports. +

+ +
+
Scheme Procedure: current-framebuffer
+

Return the currently bound framebuffer. See Framebuffers for more +details about using framebuffers. +

+ +
+
Scheme Procedure: current-blend-mode
+

Return the currently bound blend mode. See Blending and Depth Testing for more details about using blend modes. +

+ +
+
Scheme Procedure: current-depth-test
+

Return #t if depth testing is currently enabled. +See Blending and Depth Testing for more details about using the +depth test. +

+ +
+
Scheme Procedure: current-texture
+

Return the currently bound texture. See Textures for more details +about using textures. +

+ +
+
Scheme Procedure: current-projection
+

Return the currently bound projection matrix. See Matrices for +more details about matrices. +

+ +
+
Scheme Syntax: with-viewport viewport body ...
+

Evaluate body with the current viewport bound to viewport. +

+ +
+
Scheme Syntax: with-framebuffer framebuffer body ...
+

Evaluate body with the current framebuffer bound to +framebuffer. +

+ +
+
Scheme Syntax: with-blend-mode blend-mode body ...
+

Evaluate body with the current blend mode bound to +blend-mode. +

+ +
+
Scheme Syntax: with-depth-test depth-test? body ...
+

Evaluate body with the depth-test disabled if depth-test? +is #f, or enabled otherwise. +

+ +
+
Scheme Syntax: with-texture texture body ...
+

Evaluate body with the current texture bound to texture. +

+ +
+
Scheme Syntax: with-projection projection body ...
+

Evaluate body with the current projection matrix bound to +projection. +

+ +
+
+

+Next: , Up: Graphics   [Contents][Index]

+
+ + + + + diff --git a/manuals/chickadee/Requirements.html b/manuals/chickadee/Requirements.html new file mode 100644 index 0000000..53927d7 --- /dev/null +++ b/manuals/chickadee/Requirements.html @@ -0,0 +1,92 @@ + + + + + +The Chickadee Game Toolkit: Requirements + + + + + + + + + + + + + + + + + + + + +
+

+Up: Installation   [Contents][Index]

+
+
+ +

1.1 Requirements

+ +

Chickadee depends on the following packages: +

+ + +

Additionally, Chickadee depends on being able to create an OpenGL 3.3 +context at runtime, which means that some older computers may not be +able to run games written with Chickadee. +

+ + + + + diff --git a/manuals/chickadee/Shaders.html b/manuals/chickadee/Shaders.html new file mode 100644 index 0000000..a0e7637 --- /dev/null +++ b/manuals/chickadee/Shaders.html @@ -0,0 +1,86 @@ + + + + + +The Chickadee Game Toolkit: Shaders + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Previous: , Up: Graphics   [Contents][Index]

+
+
+ +

2.4.7 Shaders

+ +

Shaders are programs for the GPU to evaluate. They are written in the +OpenGL Shading Language, or GLSL. Chickadee does not currently +provide a Scheme-like domain specific language for writing shaders. +Since shaders must be written in GLSL and not Scheme, they are +considered an advanced feature. +

+ + + + + diff --git a/manuals/chickadee/Sprites.html b/manuals/chickadee/Sprites.html new file mode 100644 index 0000000..700941b --- /dev/null +++ b/manuals/chickadee/Sprites.html @@ -0,0 +1,80 @@ + + + + + +The Chickadee Game Toolkit: Sprites + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Previous: , Up: Graphics   [Contents][Index]

+
+
+ +

2.4.2 Sprites

+ + + + + + diff --git a/manuals/chickadee/Textures.html b/manuals/chickadee/Textures.html new file mode 100644 index 0000000..a31d6fb --- /dev/null +++ b/manuals/chickadee/Textures.html @@ -0,0 +1,97 @@ + + + + + +The Chickadee Game Toolkit: Textures + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Previous: , Up: Graphics   [Contents][Index]

+
+
+ +

2.4.4 Textures

+ +
+
Scheme Procedure: load-image file [#:min-filter nearest]
+

[#:mag-filter nearest] [#:wrap-s repeat] [#:wrap-t repeat] +

+

Load the image data from file and return a new texture object. +

+

min-filter and mag-filter describe the method that should +be used for minification and magnification when rendering, +respectively. Possible values are nearest and linear. +

+

wrap-s and wrap-t describe how to interpret texture +coordinates that are greater than 1.0. Possible values are +repeat, clamp, clamp-to-border, and +clamp-to-edge. +

+
+ + + + + + diff --git a/manuals/chickadee/Vectors.html b/manuals/chickadee/Vectors.html new file mode 100644 index 0000000..8a624ff --- /dev/null +++ b/manuals/chickadee/Vectors.html @@ -0,0 +1,80 @@ + + + + + +The Chickadee Game Toolkit: Vectors + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Up: Math   [Contents][Index]

+
+
+ +

2.3.1 Vectors

+ + + + + + diff --git a/manuals/chickadee/Vertex-Arrays.html b/manuals/chickadee/Vertex-Arrays.html new file mode 100644 index 0000000..72b0273 --- /dev/null +++ b/manuals/chickadee/Vertex-Arrays.html @@ -0,0 +1,80 @@ + + + + + +The Chickadee Game Toolkit: Vertex Arrays + + + + + + + + + + + + + + + + + + + + +
+

+Next: , Previous: , Up: Graphics   [Contents][Index]

+
+
+ +

2.4.6 Vertex Arrays

+ + + + + + diff --git a/manuals/chickadee/Viewports.html b/manuals/chickadee/Viewports.html new file mode 100644 index 0000000..f55d386 --- /dev/null +++ b/manuals/chickadee/Viewports.html @@ -0,0 +1,80 @@ + + + + + +The Chickadee Game Toolkit: Viewports + + + + + + + + + + + + + + + + + + + + +
+

+Previous: , Up: Graphics   [Contents][Index]

+
+
+ +

2.4.9 Viewports

+ + + + + + diff --git a/manuals/chickadee/index.html b/manuals/chickadee/index.html new file mode 100644 index 0000000..d044f9f --- /dev/null +++ b/manuals/chickadee/index.html @@ -0,0 +1,164 @@ + + + + + +The Chickadee Game Toolkit: Top + + + + + + + + + + + + + + + + + + +

The Chickadee Game Toolkit

+ + + +

Table of Contents

+ +
+ + +
+ + + +
+

+Next: , Up: (dir)   [Contents][Index]

+
+
+ +

Chickadee

+ +

Copyright © 2017 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 +or any later version published by the Free Software Foundation; +with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. +A copy of the license is included in the section entitled “GNU +Free Documentation License”. +

+

A copy of the license is also available from the Free Software +Foundation Web site at http://www.gnu.org/licenses/fdl.html. +

+
+ +

The document was typeset with +GNU Texinfo. +

+ + + + + + + + + + +
+
+

+Next: , Up: (dir)   [Contents][Index]

+
+ + + + + -- cgit v1.2.3