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authorDavid Thompson <dthompson2@worcester.edu>2020-10-03 22:29:27 -0400
committerDavid Thompson <dthompson2@worcester.edu>2020-10-03 22:29:27 -0400
commit85c32e4c1302a3c37a1ebb4cf7b4888affdc4f61 (patch)
tree49405ce1598633857b69e6c8a30ae7abca324173 /doc/api.texi
parent0a13a8e9760091031986fe3a429645113dd038b1 (diff)
Rename 'render' subdirectory to 'graphics'.
Diffstat (limited to 'doc/api.texi')
-rw-r--r--doc/api.texi28
1 files changed, 14 insertions, 14 deletions
diff --git a/doc/api.texi b/doc/api.texi
index 84bcaed..a227cdc 100644
--- a/doc/api.texi
+++ b/doc/api.texi
@@ -1530,7 +1530,7 @@ will@dots{}
Okay, okay. We all know what colors are. Chickadee provides a data
type to represent color and some convenient procedures to work with
-them in the @code{(chickadee render color)} module. Colors are made
+them in the @code{(chickadee graphics color)} module. Colors are made
up of four components, or channels: red, green, blue, and alpha
(transparency.) Each of these values is expressed as a uniform
floating point value in the range [0, 1]. 0 means that color channel
@@ -1756,7 +1756,7 @@ Tango color palette}.
@subsection Textures
Textures are essentially images: a 2D grid of color values. The
-@code{(chickadee render texture)} module provides an interface for
+@code{(chickadee graphics texture)} module provides an interface for
working with texture objects.
@deffn {Procedure} load-image file [#:min-filter nearest] @
@@ -1868,7 +1868,7 @@ bitmap that is rendered to the screen. For 2D games, sprites are the
most essential graphical abstraction. They are used for drawing maps,
players, NPCs, items, particles, text, etc.
-In Chickadee, the @code{(chickadee render sprite)} module provides the
+In Chickadee, the @code{(chickadee graphics sprite)} module provides the
interface for working with sprites. Bitmaps are stored in textures
(@pxref{Textures}) and can be used to draw sprites via the
@code{draw-sprite} procedure.
@@ -2001,7 +2001,7 @@ A tile map is a scene created by composing lots of small sprites,
called ``tiles'', into a larger image. One program for editing such
maps is called @url{http://mapeditor.org,Tiled}. Chickadee has native
support for loading and rendering Tiled maps in the @code{(chickadee
-render tiled)} module.
+graphics tiled)} module.
@deffn {Procedure} load-tile-map file-name
Load the Tiled formatted map in @var{file-name} and return a new tile
@@ -2212,7 +2212,7 @@ Return the list of points that form @var{polygon}.
@subsection Lines and Shapes
Sprites are fun, but sometimes simple, untextured lines and polygons
-are desired. That's where the @code{(chickadee render shapes)} module
+are desired. That's where the @code{(chickadee graphics shapes)} module
comes in!
@deffn {Procedure} draw-line start end @
@@ -2280,7 +2280,7 @@ bitmap fonts. A default font named Inconsolata is used for all text
rendering operations where a font is not specified, as is the case in
the above example.
-The following procedures can be found in the @code{(chickadee render
+The following procedures can be found in the @code{(chickadee graphics
font)} module:
@deffn {Procedure} load-font file-name point-size [#:char-set]
@@ -2349,14 +2349,14 @@ all of these effects, and more, can be accomplished by turning a few
configuration knobs in a ``particle system''. A particle system takes
care of managing the many miniscule moving morsels so the developer
can quickly produce an effect and move on with their life. The
-@code{(chickadee render particles)} module provides an API for
+@code{(chickadee graphics particles)} module provides an API for
manipulating particle systems.
Below is an example of a very simple particle system that utilizes
nearly all of the default configuration settings:
@example
-(use-modules (chickadee render particles))
+(use-modules (chickadee graphics particles))
(define texture (load-image "particle.png"))
(define particles (make-particles 2000 #:texture texture))
@end example
@@ -2504,7 +2504,7 @@ Here's some basic boilerplate to render a 3D model:
(use-modules (chickadee)
(chickadee math)
(chickadee math matrix)
- (chickadee render model))
+ (chickadee graphics model))
(define model #f)
(define projection-matrix
@@ -2642,7 +2642,7 @@ render to two different viewports, each occupying a different half of
the screen. For information about how to set the current viewport,
see @code{with-viewport} in @ref{Rendering Engine}.
-The @code{(chickadee render viewport)} module provides the following
+The @code{(chickadee graphics viewport)} module provides the following
API:
@deffn {Procedure} make-viewport x y width height @
@@ -2704,7 +2704,7 @@ would be tedious to have to have to specify them each time
@code{gpu-apply} is called.
The following procedures and syntax can be found in the
-@code{(chickadee render)} module.
+@code{(chickadee graphics)} module.
@deffn {Syntax} gpu-apply shader vertex-array @
[#:uniform-key uniform-value @dots{}]
@@ -2795,7 +2795,7 @@ Alright, let's brush aside all of those pretty high level abstractions
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}) module provides an
+into the GPU. The @code{(chickadee graphics buffer}) module provides an
API for manipulating GPU buffers.
In OpenGL terminology, a chunk of data allocated on the GPU is a
@@ -2804,7 +2804,7 @@ that could be transformed into a GPU buffer that packs together vertex
position and texture coordinates:
@example
-(use-modules (chickadee render buffer) (srfi srfi-4))
+(use-modules (chickadee graphics buffer) (srfi srfi-4))
(define data
(f32vector -8.0 -8.0 ; 2D vertex
0.0 0.0 ; 2D texture coordinate
@@ -3139,7 +3139,7 @@ Return the primitive rendering mode for @var{vertex-array}.
Shaders are programs that the GPU can evaluate that allow the
programmer to completely customized the final output of a GPU draw
-call. The @code{(chickadee render shader)} module provides an API for
+call. The @code{(chickadee graphics shader)} module provides an API for
building custom shaders.
Shaders are written in the OpenGL Shading Language, or GLSL for short.