Rebuild docs

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schmelczerandras 2021-05-12 15:33:12 +02:00
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<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<title>SDF-2D - v0.7.4</title>
<meta name="description" content="Documentation for SDF-2D - v0.7.4">
<title>SDF-2D - v0.7.6</title>
<meta name="description" content="Documentation for SDF-2D - v0.7.6">
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="stylesheet" href="assets/css/main.css">
<link rel="icon" href="favicon.ico" />
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<li class="state loading">Preparing search index...</li>
<li class="state failure">The search index is not available</li>
</ul>
<a href="index.html" class="title">SDF-2D - v0.7.4</a>
<a href="index.html" class="title">SDF-2D - v0.7.6</a>
</div>
<div class="table-cell" id="tsd-widgets">
<div id="tsd-filter">
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<a href="globals.html">Globals</a>
</li>
</ul>
<h1>SDF-2D - v0.7.4</h1>
<h1>SDF-2D - v0.7.6</h1>
</div>
</div>
</header>
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</a>
<p>For optimising the evaluation of the distance field, the display is divided up into a grid of tiles. The shaders for each tile are compiled to support a fix maximum number of objects on it. When using the built-in drawables it is possible that after a certain number of on-screen objects new ones won&#39;t be visible.</p>
<p>Mitigating this issue is quite easy. Instead of the following code:</p>
<pre><code class="language-js"><span class="hljs-built_in">this</span>.renderer = <span class="hljs-keyword">await</span> compile(canvas, [Circle.descriptor, CircleLight.descriptor]);</code></pre>
<pre><code class="language-js"><span class="hljs-built_in">this</span>.renderer = <span class="hljs-keyword">await</span> compile(canvas, [Circle.descriptor, CircleLight.descriptor]);
</code></pre>
<p>Modify it to something similar:</p>
<pre><code class="language-js"><span class="hljs-built_in">this</span>.renderer = <span class="hljs-keyword">await</span> compile(canvas, [
{
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...CircleLight.descriptor,
<span class="hljs-attr">shaderCombinationSteps</span>: [<span class="hljs-number">0</span>, <span class="hljs-number">1</span>, <span class="hljs-number">2</span>, <span class="hljs-number">4</span>],
},
]);</code></pre>
]);
</code></pre>
<p>The usage of too large numbers is not advised for compatibility and performance reasons alike.</p>
<blockquote>
<p>Steps are very useful for tile-based rendering, because it is possible for one tile (at a given moment) to be empty or contain just a few objects, while others have a large cluster of objects. The compiled shaders only take into account the necessary number of objects on each tile.</p>
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<li class=" tsd-kind-class">
<a href="classes/fpsqualityautoscaler.html" class="tsd-kind-icon">Fps<wbr>Quality<wbr>Autoscaler</a>
</li>
<li class=" tsd-kind-class">
<a href="classes/hexagonbase.html" class="tsd-kind-icon">Hexagon<wbr>Base</a>
</li>
<li class=" tsd-kind-class">
<a href="classes/invertedtunnelbase.html" class="tsd-kind-icon">Inverted<wbr>Tunnel<wbr>Base</a>
</li>
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<li class=" tsd-kind-type-alias">
<a href="globals.html#texturewithoptions" class="tsd-kind-icon">Texture<wbr>With<wbr>Options</a>
</li>
<li class=" tsd-kind-variable">
<a href="globals.html#_id" class="tsd-kind-icon">_id</a>
</li>
<li class=" tsd-kind-function">
<a href="globals.html#circlefactory" class="tsd-kind-icon">Circle<wbr>Factory</a>
</li>
<li class=" tsd-kind-function">
<a href="globals.html#dropletfactory" class="tsd-kind-icon">Droplet<wbr>Factory</a>
</li>
<li class=" tsd-kind-function">
<a href="globals.html#hexagonfactory" class="tsd-kind-icon">Hexagon<wbr>Factory</a>
</li>
<li class=" tsd-kind-function">
<a href="globals.html#invertedtunnelfactory" class="tsd-kind-icon">Inverted<wbr>Tunnel<wbr>Factory</a>
</li>