Updated docs.

This commit is contained in:
Branimir Karadžić 2016-03-23 20:21:33 -07:00
parent 3a011a44ee
commit bcba0d20cc
4 changed files with 28 additions and 7 deletions

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@ -299,7 +299,7 @@
<dd><p>Initialize bgfx library. </p>
<p><dl class="docutils">
<dt><strong>Return</strong></dt>
<dd><code class="docutils literal"><span class="pre">true</span></code> if initialization is successful.</dd>
<dd><code class="docutils literal"><span class="pre">true</span></code> if initialization was successful.</dd>
<dt><strong>Attention</strong></dt>
<dd>C99 equivalent is <code class="docutils literal"><span class="pre">bgfx_init</span></code>. </dd>
<dt><strong>Parameters</strong></dt>
@ -307,10 +307,11 @@
<li><code class="first docutils literal"><span class="pre">_type</span></code> - <p>Select rendering backend. When set to RendererType::Count default rendering backend will be selected. See: <code class="docutils literal"><a class="reference internal" href="#project0structbgfx_1_1_renderer_type"><span><span class="pre">bgfx::RendererType</span></span></a></code></p>
</li>
<li><code class="first docutils literal"><span class="pre">_vendorId</span></code> - <p>Vendor PCI id. If set to <code class="docutils literal"><span class="pre">BGFX_PCI_ID_NONE</span></code> it will select the first device.<ul class="simple">
<li><code class="docutils literal"><span class="pre">BGFX_PCI_ID_NONE</span></code> - auto-select.</li>
<li><code class="docutils literal"><span class="pre">BGFX_PCI_ID_AMD</span></code> - AMD.</li>
<li><code class="docutils literal"><span class="pre">BGFX_PCI_ID_INTEL</span></code> - Intel.</li>
<li><code class="docutils literal"><span class="pre">BGFX_PCI_ID_NVIDIA</span></code> - nVidia.</li>
<li><code class="docutils literal"><span class="pre">BGFX_PCI_ID_NONE</span></code> - Autoselect adapter.</li>
<li><code class="docutils literal"><span class="pre">BGFX_PCI_ID_SOFTWARE_RASTERIZER</span></code> - Software rasterizer.</li>
<li><code class="docutils literal"><span class="pre">BGFX_PCI_ID_AMD</span></code> - AMD adapter.</li>
<li><code class="docutils literal"><span class="pre">BGFX_PCI_ID_INTEL</span></code> - Intel adapter.</li>
<li><code class="docutils literal"><span class="pre">BGFX_PCI_ID_NVIDIA</span></code> - nVidia adapter.</li>
</ul>
</p>
</li>
@ -1617,7 +1618,19 @@ creating windows.</p>
<dl class="function">
<dt id="_CPPv2N4bgfx5touchE7uint8_t">
<span id="bgfx::touch__uint8_t"></span><span class="target" id="project0namespacebgfx_1ad618bc888550110ff95d1b78c635e460"></span>uint32_t <code class="descclassname">bgfx::</code><code class="descname">touch</code><span class="sig-paren">(</span>uint8_t <em>_id</em><span class="sig-paren">)</span><a class="headerlink" href="#_CPPv2N4bgfx5touchE7uint8_t" title="Permalink to this definition"></a></dt>
<dd><p>Touch view. </p>
<dd><p>Submit an empty primitive for rendering. Uniforms and draw state will be applied but no geometry will be submitted. </p>
<p>These empty draw calls will sort before ordinary draw calls.</p>
<p><dl class="docutils">
<dt><strong>Return</strong></dt>
<dd>Number of draw calls. </dd>
<dt><strong>Parameters</strong></dt>
<dd><ul class="breatheparameterlist first last">
<li><code class="first docutils literal"><span class="pre">_id</span></code> - <p>View id. </p>
</li>
</ul>
</dd>
</dl>
</p>
</dd></dl>
<dl class="function">

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@ -525,6 +525,13 @@ contour texturing.</p>
<li><a class="reference external" href="https://github.com/lighttransport/lighttransportequation-orb">https://github.com/lighttransport/lighttransportequation-orb</a></li>
</ul>
</div></blockquote>
<p>Normal map texture (GFDL License)</p>
<blockquote>
<div><ul class="simple">
<li><a class="reference external" href="https://julianherzog.com/">Julian Herzog</a></li>
<li><a class="reference external" href="https://commons.wikimedia.org/wiki/File:Normal_map_example_with_scene_and_result.png">https://commons.wikimedia.org/wiki/File:Normal_map_example_with_scene_and_result.png</a></li>
</ul>
</div></blockquote>
</div>
</div>

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@ -308,6 +308,7 @@ licensed under permissive BSD-2 clause open source license.</p>
<li>OpenGL ES 2</li>
<li>OpenGL ES 3.1</li>
<li>WebGL 1.0</li>
<li>WebGL 2.0</li>
</ul>
</div>
<div class="section" id="supported-hmd">

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