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planetis-m committed Apr 8, 2024
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1,931 changes: 707 additions & 1,224 deletions docs/dochack.js

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3,534 changes: 1,789 additions & 1,745 deletions docs/raylib.html

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945 changes: 626 additions & 319 deletions docs/raymath.html

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4 changes: 2 additions & 2 deletions docs/reasings.html
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<?xml version="1.0" encoding="utf-8" ?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<!-- This file is generated by Nim. -->
<html xmlns="https://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<html xmlns="https://www.w3.org/1999/xhtml" xml:lang="en" lang="en" data-theme="auto">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0">
Expand Down Expand Up @@ -597,7 +597,7 @@ <h1><a class="toc-backref" href="#12">Procs</a></h1>
<div class="twelve-columns footer">
<span class="nim-sprite"></span>
<br>
<small style="color: var(--hint);">Made with Nim. Generated: 2023-12-25 11:13:10 UTC</small>
<small style="color: var(--hint);">Made with Nim. Generated: 2024-04-08 09:53:26 UTC</small>
</div>
</div>
</div>
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21 changes: 7 additions & 14 deletions docs/rlgl.html
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<?xml version="1.0" encoding="utf-8" ?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<!-- This file is generated by Nim. -->
<html xmlns="https://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<html xmlns="https://www.w3.org/1999/xhtml" xml:lang="en" lang="en" data-theme="auto">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0">
Expand Down Expand Up @@ -192,10 +192,8 @@ <h1 class="title">rlgl</h1>
## Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
## Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
when not UseEmbeddedGraphicsApi:
## Vertex indices (in case vertex data comes indexed) (6 indices per quad)
## Vertex indices (in case vertex data comes indexed) (6 indices per quad)
else:
vaoId*: uint32 ## OpenGL Vertex Array Object id
vboId*: array[4, uint32] ## OpenGL Vertex Buffer Objects id (4 types of vertex data)">VertexBuffer</a></li>
<li><a class="reference" href="#VertexBufferColors" title="VertexBufferColors = distinct VertexBuffer">VertexBufferColors</a></li>
Expand Down Expand Up @@ -1081,8 +1079,7 @@ <h1><a class="toc-backref" href="#7">Types</a></h1>
<span class="Identifier">mode</span><span class="Operator">*</span><span class="Other">:</span> <span class="Identifier">int32</span> <span class="Comment">## Drawing mode: LINES, TRIANGLES, QUADS</span>
<span class="Identifier">vertexCount</span><span class="Operator">*</span><span class="Other">:</span> <span class="Identifier">int32</span> <span class="Comment">## Number of vertex of the draw</span>
<span class="Identifier">vertexAlignment</span><span class="Operator">*</span><span class="Other">:</span> <span class="Identifier">int32</span> <span class="Comment">## Number of vertex required for index alignment (LINES, TRIANGLES)</span>
<span class="Identifier">textureId</span><span class="Operator">*</span><span class="Other">:</span> <span class="Identifier">uint32</span> <span class="Comment">## Texture id to be used on the draw -&gt; Use to create new draw call if changes</span>
</pre></dt>
<span class="Identifier">textureId</span><span class="Operator">*</span><span class="Other">:</span> <span class="Identifier">uint32</span> <span class="Comment">## Texture id to be used on the draw -&gt; Use to create new draw call if changes</span></pre></dt>
<dd>

of those state-change happens (this is done in core module)
Expand Down Expand Up @@ -1200,8 +1197,7 @@ <h1><a class="toc-backref" href="#7">Types</a></h1>
<span class="Comment">## Dynamic buffer(s) for vertex data</span>
<span class="Comment">## Draw calls array, depends on textureId</span>
<span class="Identifier">drawCounter</span><span class="Operator">*</span><span class="Other">:</span> <span class="Identifier">int32</span> <span class="Comment">## Draw calls counter</span>
<span class="Identifier">currentDepth</span><span class="Operator">*</span><span class="Other">:</span> <span class="Identifier">float32</span> <span class="Comment">## Current depth value for next draw</span>
</pre></dt>
<span class="Identifier">currentDepth</span><span class="Operator">*</span><span class="Other">:</span> <span class="Identifier">float32</span> <span class="Comment">## Current depth value for next draw</span></pre></dt>
<dd>

rlRenderBatch type
Expand Down Expand Up @@ -1286,13 +1282,10 @@ <h1><a class="toc-backref" href="#7">Types</a></h1>
<span class="Comment">## Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)</span>
<span class="Comment">## Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)</span>
<span class="Keyword">when</span> <span class="Keyword">not</span> <span class="Identifier">UseEmbeddedGraphicsApi</span><span class="Other">:</span>
<span class="Comment">## Vertex indices (in case vertex data comes indexed) (6 indices per quad)</span>

<span class="Comment">## Vertex indices (in case vertex data comes indexed) (6 indices per quad)</span>
<span class="Keyword">else</span><span class="Other">:</span>

<span class="Identifier">vaoId</span><span class="Operator">*</span><span class="Other">:</span> <span class="Identifier">uint32</span> <span class="Comment">## OpenGL Vertex Array Object id</span>
<span class="Identifier">vboId</span><span class="Operator">*</span><span class="Other">:</span> <span class="Identifier">array</span><span class="Other">[</span><span class="DecNumber">4</span><span class="Other">,</span> <span class="Identifier">uint32</span><span class="Other">]</span> <span class="Comment">## OpenGL Vertex Buffer Objects id (4 types of vertex data)</span>
</pre></dt>
<span class="Identifier">vboId</span><span class="Operator">*</span><span class="Other">:</span> <span class="Identifier">array</span><span class="Other">[</span><span class="DecNumber">4</span><span class="Other">,</span> <span class="Identifier">uint32</span><span class="Other">]</span> <span class="Comment">## OpenGL Vertex Buffer Objects id (4 types of vertex data)</span></pre></dt>
<dd>

Dynamic vertex buffers (position + texcoords + colors + indices arrays)
Expand Down Expand Up @@ -4015,7 +4008,7 @@ <h1><a class="toc-backref" href="#18">Templates</a></h1>
<div class="twelve-columns footer">
<span class="nim-sprite"></span>
<br>
<small style="color: var(--hint);">Made with Nim. Generated: 2023-12-25 11:13:10 UTC</small>
<small style="color: var(--hint);">Made with Nim. Generated: 2024-04-08 09:53:25 UTC</small>
</div>
</div>
</div>
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1,033 changes: 1,033 additions & 0 deletions htmldocs/nimdoc.out.css

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