Minor rewording & increase of clarity (#2752)
* Minor rewording & increase of clarity * Corrected a noun that was being used as a verb * Slight rewording of the C99 bindings notices * Actually, this sounds better & looks nicer
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@ -759,12 +759,13 @@ struct.InternalData
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--- Platform data.
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struct.PlatformData { ctor }
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.ndt "void*" --- Native display type (*nix specific).
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.nwh "void*" --- Native window handle. If `NULL` bgfx will create headless
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--- context/device if renderer API supports it.
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.context "void*" --- GL context, or D3D device. If `NULL`, bgfx will create context/device.
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.nwh "void*" --- Native window handle. If `NULL`, bgfx will create a headless
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--- context/device, provided the rendering API supports it.
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.context "void*" --- GL context, D3D device, or Vulkan device. If `NULL`, bgfx
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--- will create context/device.
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.backBuffer "void*" --- GL back-buffer, or D3D render target view. If `NULL` bgfx will
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--- create back-buffer color surface.
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.backBufferDS "void*" --- Backbuffer depth/stencil. If `NULL` bgfx will create back-buffer
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.backBufferDS "void*" --- Backbuffer depth/stencil. If `NULL`, bgfx will create a back-buffer
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--- depth/stencil surface.
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--- Backbuffer resolution and reset parameters.
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@ -1137,7 +1138,7 @@ func.initCtor { cfunc }
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"void"
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.init "Init*"
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--- Initialize bgfx library.
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--- Initialize the bgfx library.
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func.init { cfunc }
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"bool" --- `true` if initialization was successful.
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.init "const Init &" --- Initialization parameters. See: `bgfx::Init` for more info.
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@ -1148,8 +1149,8 @@ func.shutdown
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--- Reset graphic settings and back-buffer size.
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---
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--- @attention This call doesn't actually change window size, it just
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--- resizes back-buffer. Windowing code has to change window size.
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--- @attention This call doesn’t change the window size, it just resizes
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--- the back-buffer. Your windowing code controls the window size.
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---
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func.reset
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"void"
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@ -1166,7 +1167,7 @@ func.reset
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--- - `BGFX_RESET_FLIP_AFTER_RENDER` - This flag specifies where flip
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--- occurs. Default behaviour is that flip occurs before rendering new
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--- frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
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--- - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB backbuffer.
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--- - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB back-buffer.
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.format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
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{ default = "TextureFormat::Count" }
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@ -1382,7 +1383,7 @@ func.createDynamicIndexBuffer
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--- - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
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--- index buffers.
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--- Create dynamic index buffer and initialized it.
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--- Create a dynamic index buffer and initialize it.
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func.createDynamicIndexBuffer { cname = "create_dynamic_index_buffer_mem" }
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"DynamicIndexBufferHandle" --- Dynamic index buffer handle.
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.mem "const Memory*" --- Index buffer data.
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@ -1593,7 +1594,7 @@ func.destroy { cname = "destroy_program" }
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--- Validate texture parameters.
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func.isTextureValid
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"bool" --- True if texture can be successfully created.
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"bool" --- True if a texture with the same parameters can be created.
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.depth "uint16_t" --- Depth dimension of volume texture.
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.cubeMap "bool" --- Indicates that texture contains cubemap.
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.numLayers "uint16_t" --- Number of layers in texture array.
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@ -1602,7 +1603,7 @@ func.isTextureValid
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--- Validate frame buffer parameters.
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func.isFrameBufferValid
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"bool" --- True if frame buffer can be successfully created.
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"bool" --- True if a frame buffer with the same parameters can be created.
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.num "uint8_t" --- Number of attachments.
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.attachment "const Attachment*" --- Attachment texture info. See: `bgfx::Attachment`.
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@ -1652,7 +1653,7 @@ func.createTexture2D
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{ default = NULL } --- `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
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--- 1, expected memory layout is texture and all mips together for each array element.
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--- Create texture with size based on backbuffer ratio. Texture will maintain ratio
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--- Create texture with size based on back-buffer ratio. Texture will maintain ratio
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--- if back buffer resolution changes.
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func.createTexture2D { cname = "create_texture_2d_scaled" }
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"TextureHandle" --- Texture handle.
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@ -1829,7 +1830,7 @@ func.createFrameBuffer
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--- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
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--- sampling.
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--- Create frame buffer with size based on backbuffer ratio. Frame buffer will maintain ratio
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--- Create frame buffer with size based on back-buffer ratio. Frame buffer will maintain ratio
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--- if back buffer resolution changes.
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func.createFrameBuffer { cname = "create_frame_buffer_scaled" }
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"FrameBufferHandle" --- Frame buffer handle.
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@ -2034,8 +2035,8 @@ func.setViewClear
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{ default = 0 }
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--- Set view clear flags with different clear color for each
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--- frame buffer texture. Must use `bgfx::setPaletteColor` to setup clear color
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--- palette.
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--- frame buffer texture. `bgfx::setPaletteColor` must be used to set up a
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--- clear color palette.
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func.setViewClear { cname = "set_view_clear_mrt" }
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"void"
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.id "ViewId" --- View id.
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@ -2083,8 +2084,8 @@ func.setViewFrameBuffer
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--- frame buffer handle will draw primitives from this view into
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--- default back buffer.
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--- Set view view and projection matrices, all draw primitives in this
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--- view will use these matrices.
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--- Set view's view matrix and projection matrix,
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--- all draw primitives in this view will use these two matrices.
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func.setViewTransform
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"void"
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.id "ViewId" --- View id.
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@ -2126,7 +2127,7 @@ func.Encoder.setMarker
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--- Set render states for draw primitive.
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---
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--- @remarks
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--- 1. To setup more complex states use:
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--- 1. To set up more complex states use:
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--- `BGFX_STATE_ALPHA_REF(_ref)`,
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--- `BGFX_STATE_POINT_SIZE(_size)`,
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--- `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
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@ -2679,7 +2680,7 @@ func.setMarker
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--- Set render states for draw primitive.
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---
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--- @remarks
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--- 1. To setup more complex states use:
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--- 1. To set up more complex states use:
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--- `BGFX_STATE_ALPHA_REF(_ref)`,
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--- `BGFX_STATE_POINT_SIZE(_size)`,
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--- `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
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@ -624,13 +624,13 @@ function codegen.doxygen_type(doxygen, func, cname)
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if cname then
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result[#result+1] = "///"
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if type(cname) == "string" then
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result[#result+1] = string.format("/// @attention C99 equivalent is `%s`.", cname)
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result[#result+1] = string.format("/// @attention C99's equivalent binding is `%s`.", cname)
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else
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local names = {}
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for _, v in ipairs(cname) do
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names[#names+1] = "`" .. v .. "`"
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end
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result[#result+1] = string.format("/// @attention C99 equivalent are %s.", table.concat(names, ","))
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result[#result+1] = string.format("/// @attention C99's equivalent bindings are %s.", table.concat(names, ","))
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end
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end
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result[#result+1] = "///"
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