Rebuild docs
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<head>
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<meta charset="utf-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<title>SDF-2D - v0.7.4</title>
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<meta name="description" content="Documentation for SDF-2D - v0.7.4">
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<title>SDF-2D - v0.7.6</title>
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<meta name="description" content="Documentation for SDF-2D - v0.7.6">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<link rel="stylesheet" href="assets/css/main.css">
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<link rel="icon" href="favicon.ico" />
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<li class="state loading">Preparing search index...</li>
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<li class="state failure">The search index is not available</li>
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</ul>
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<a href="index.html" class="title">SDF-2D - v0.7.4</a>
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<a href="index.html" class="title">SDF-2D - v0.7.6</a>
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</div>
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<div class="table-cell" id="tsd-widgets">
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<div id="tsd-filter">
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<a href="globals.html">Globals</a>
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</li>
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</ul>
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<h1>SDF-2D - v0.7.4</h1>
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<h1>SDF-2D - v0.7.6</h1>
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</div>
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</div>
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</header>
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</a>
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<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't be visible.</p>
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<p>Mitigating this issue is quite easy. Instead of the following code:</p>
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<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>
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<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]);
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</code></pre>
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<p>Modify it to something similar:</p>
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<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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{
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...CircleLight.descriptor,
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<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>],
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},
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]);</code></pre>
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]);
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</code></pre>
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<p>The usage of too large numbers is not advised for compatibility and performance reasons alike.</p>
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<blockquote>
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<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">
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<a href="classes/fpsqualityautoscaler.html" class="tsd-kind-icon">Fps<wbr>Quality<wbr>Autoscaler</a>
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</li>
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<li class=" tsd-kind-class">
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<a href="classes/hexagonbase.html" class="tsd-kind-icon">Hexagon<wbr>Base</a>
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</li>
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<li class=" tsd-kind-class">
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<a href="classes/invertedtunnelbase.html" class="tsd-kind-icon">Inverted<wbr>Tunnel<wbr>Base</a>
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</li>
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@ -216,12 +221,18 @@
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<li class=" tsd-kind-type-alias">
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<a href="globals.html#texturewithoptions" class="tsd-kind-icon">Texture<wbr>With<wbr>Options</a>
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</li>
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<li class=" tsd-kind-variable">
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<a href="globals.html#_id" class="tsd-kind-icon">_id</a>
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</li>
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<li class=" tsd-kind-function">
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<a href="globals.html#circlefactory" class="tsd-kind-icon">Circle<wbr>Factory</a>
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</li>
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<li class=" tsd-kind-function">
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<a href="globals.html#dropletfactory" class="tsd-kind-icon">Droplet<wbr>Factory</a>
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</li>
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<li class=" tsd-kind-function">
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<a href="globals.html#hexagonfactory" class="tsd-kind-icon">Hexagon<wbr>Factory</a>
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</li>
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<li class=" tsd-kind-function">
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<a href="globals.html#invertedtunnelfactory" class="tsd-kind-icon">Inverted<wbr>Tunnel<wbr>Factory</a>
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</li>
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