Improve docs language

This commit is contained in:
Andras Schmelczer 2026-06-10 22:29:50 +01:00
parent 4d94fdeec8
commit fb40343c40
11 changed files with 45 additions and 45 deletions

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@ -9,16 +9,16 @@ import { TextureWithOptions } from '../../graphics-library/texture/texture-optio
*/
export interface RuntimeSettings {
/**
* When set to `true` rendering will be done on the screen's real resolution.
* When set to `true`, rendering will be done at the screen's real resolution.
*/
enableHighDpiRendering: boolean;
/**
* First, the SDF of the scene is evaluated at every single pixel.
* For speeding this process up, the screen is divided up into tiles,
* this way each having to deal with a fewer objects.
* To speed this process up, the screen is divided into tiles,
* so each one has to deal with fewer objects.
*
* For each tile, it is decided which objects are near its close vicinity.
* For each tile, it is decided which objects are in its vicinity.
* This comes with some overhead for the CPU, while saving the GPU from loads of
* calculations. The workload can be balanced between the CPU and the GPU by setting
* this number.
@ -27,24 +27,24 @@ export interface RuntimeSettings {
/**
* By default, every pixel is outside of objects. Flipping this value to `true` will
* result in every pixel being inside a large object. From then it only makes sense to
* result in every pixel being inside a large object. From then on, it only makes sense to
* draw inverted objects.
*/
isWorldInverted: boolean;
/**
* When lights reach the end of the display, they are slowly faded out. The length
* of this phaseout can be set through this value.
* When lights reach the edge of the display, they are slowly faded out. The length
* of this fade-out can be set through this value.
*/
lightCutoffDistance: number;
/**
* Its length should be less than the one specified in [[StartupSettings]].paletteSize.
*
* The possible colors for the objects. Each color is referenced by its index in the
* palette.
*
* Can have transparency, but only if WebGL2 support is enabled.
* Its length should be less than the `paletteSize` specified in [[StartupSettings]].
*
* Colors can have transparency, but only if WebGL2 support is enabled.
*/
colorPalette: Array<vec3 | vec4>;
@ -76,10 +76,10 @@ export interface RuntimeSettings {
/**
* It is possible to use your own textures in your SDF definitions.
*
* The keys of the object should be the name used to reference them in the GLSL code,
* and the values should be the textures themselves or a TextureWithOptions specifying
* The keys of the object should be the names used to reference them in the GLSL code,
* and the values should be the textures themselves, or a TextureWithOptions specifying
* the texture's [[TextureOptions]].
* It can be a canvas, img element, Image and so on.
* A texture can be a canvas, an img element, an Image, and so on.
*/
textures: {
[textureName: string]: TexImageSource | TextureWithOptions;