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