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fix: Links & Misc

xhwanlan 1 year ago
parent
commit
4dfe26ad70

+ 3 - 3
en/manual/graphics/low-level-api/pipeline-state.md

@@ -31,8 +31,8 @@ The @'Stride.Graphics.MutablePipelineState' class let you set states independent
 var mutablePipelineState = new MutablePipelineState();
 
 // Setting values and rebuilding
-mutablePipelineState.State.BlendState = BlendStates.AlphaBlend
-mutablePipelineState.Update
+mutablePipelineState.State.BlendState = BlendStates.AlphaBlend;
+mutablePipelineState.Update();
  
 // Applying the state to the pipeline
 CommandList.SetPipelineState(mutablePipelineState.CurrentState);
@@ -176,7 +176,7 @@ The [Draw vertices](draw-vertices.md) page describes how to create custom vertex
 **Code:** Set an input layout
 
 ```cs
-VertexDeclaration vertexDeclaration = ...
+VertexDeclaration vertexDeclaration = new VertexDeclaration();
 pipelineStateDescription.InputElements = vertexDeclaration.CreateInputElements();
 pipelineStateDescription.PrimitiveType = PrimitiveType.TriangleStrip;
 ```

+ 2 - 2
en/manual/graphics/low-level-api/spritebatch.md

@@ -48,12 +48,12 @@ spriteBatch.End();
 There are five modes to draw a sprite batch. They are enumerated in the @'Stride.Graphics.SpriteSortMode' enum:
 
 - Deferred (default mode): the sprites are drawn at the same time at the end to reduce the drawcall overhead
-- Immediate: the sprites are drawn after each @'Stride.Graphics.SpriteBatch.Draw' call
+- Immediate: the sprites are drawn after each @'Stride.Graphics.SpriteBatch.Draw*' call
 - Texture: Deferred mode but sprites are sorted based on their texture to reduce effect parameters update
 - BackToFront: Deferred mode with a sort based on the z-order of the sprites
 - FrontToBack: Deferred mode with a sort based on the z-order of the sprites
 
-To set the mode, specify it in the @'Stride.Graphics.SpriteBatch.Begin' method.
+To set the mode, specify it in the @'Stride.Graphics.SpriteBatch.Begin*' method.
 
 **Code:** Deferred drawing of the sprite batch
 

+ 2 - 2
en/manual/graphics/low-level-api/spritefont.md

@@ -10,7 +10,7 @@ The @'Stride.Graphics.SpriteFont' class is a convenient way to draw text. It wor
 
 ## Load a spriteFont
 
-After a font asset is compiled it can be loaded as a @'Stride.Graphics.SpriteFont' instance using the @'Stride.Core.Serialization.Assets.ContentManager'. It contains all the options to display a text (bitmaps, kerning, line spacing etc).
+After a font asset is compiled it can be loaded as a @'Stride.Graphics.SpriteFont' instance using the @'Stride.Core.Serialization.Contents.ContentManager'. It contains all the options to display a text (bitmaps, kerning, line spacing etc).
 
 **Code:** Load a SpriteFont
 
@@ -20,7 +20,7 @@ var myFont = Content.Load<SpriteFont>("MyFont");
 
 ## Write text on screen
 
-Once the font is loaded, you can display any text with a @'Stride.Graphics.SpriteBatch'. The @'Stride.Graphics.SpriteBatch.DrawString' method performs the draw. For more information about the SpriteBatch, see the [SpriteBatch](spritebatch.md) page.
+Once the font is loaded, you can display any text with a @'Stride.Graphics.SpriteBatch'. The @'Stride.Graphics.SpriteBatch.DrawString*' method performs the draw. For more information about the SpriteBatch, see the [SpriteBatch](spritebatch.md) page.
 
 **Code:** Write text
 

+ 2 - 2
jp/manual/graphics/low-level-api/pipeline-state.md

@@ -62,7 +62,7 @@ var mutablePipelineState = new MutablePipelineState();
 
 // 値を設定して再構築
 // Setting values and rebuilding
-mutablePipelineState.State.BlendState = BlendStates.AlphaBlend
+mutablePipelineState.State.BlendState = BlendStates.AlphaBlend;
 mutablePipelineState.Update
  
 // ステートをパイプラインに適用
@@ -317,7 +317,7 @@ The [Draw vertices](draw-vertices.md) page describes how to create custom vertex
 -->
 
 ```cs
-VertexDeclaration vertexDeclaration = ...
+VertexDeclaration vertexDeclaration = new VertexDeclaration();
 pipelineStateDescription.InputElements = vertexDeclaration.CreateInputElements();
 pipelineStateDescription.PrimitiveType = PrimitiveType.TriangleStrip;
 ```

+ 4 - 4
jp/manual/graphics/low-level-api/spritebatch.md

@@ -95,22 +95,22 @@ There are five modes to draw a sprite batch. They are enumerated in the @'Stride
 -->
 
 - Deferred(既定): スプライトは最後にまとめて描画されます。描画呼び出しのオーバーヘッドが削減されます。
-- Immediate: @'Stride.Graphics.SpriteBatch.Draw' を呼び出すたびに、すぐにスプライトが描画されます。
+- Immediate: @'Stride.Graphics.SpriteBatch.Draw*' を呼び出すたびに、すぐにスプライトが描画されます。
 - Texture: Deffered モードですが、エフェクトパラメータの更新を減らすために、スプライトはテクスチャーに基づいてソートされます。
 - BackToFront: スプライトの Z オーダーに基づいてソートを行う Deferred モードです。
 - FrontToBack: スプライトの Z オーダーに基づいてソートを行う Deferred モードです。
 
 <!--
 - Deferred (default mode): the sprites are drawn at the same time at the end to reduce the drawcall overhead
-- Immediate: the sprites are draw after each each @'Stride.Graphics.SpriteBatch.Draw' call
+- Immediate: the sprites are draw after each each @'Stride.Graphics.SpriteBatch.Draw*' call
 - Texture: Deferred mode but sprites are sorted based on their texture to reduce effect parameters update
 - BackToFront: Deferred mode with a sort based on the z-order of the sprites
 - FrontToBack: Deferred mode with a sort based on the z-order of the sprites
 -->
 
-モードは、@'Stride.Graphics.SpriteBatch.Begin' メソッドで指定します。
+モードは、@'Stride.Graphics.SpriteBatch.Begin*' メソッドで指定します。
 <!--
-To set the mode, specify it in the @'Stride.Graphics.SpriteBatch.Begin' method.
+To set the mode, specify it in the @'Stride.Graphics.SpriteBatch.Begin*' method.
 -->
 
 **コード:** スプライトバッチの遅延描画

+ 4 - 4
jp/manual/graphics/low-level-api/spritefont.md

@@ -28,9 +28,9 @@ The @'Stride.Graphics.SpriteFont' class is a convenient way to draw text. It wor
 ## Load a spriteFont
 -->
 
-フォントアセットをコンパイルした後は、@'Stride.Core.Serialization.Assets.ContentManager' を使って、@'Stride.Graphics.SpriteFont' インスタンスとして読み込むことができます。これは、テキストを表示するためのすべてのオプション(ビットマップ、[カーニング](https://ja.wikipedia.org/wiki/%E3%82%AB%E3%83%BC%E3%83%8B%E3%83%B3%E3%82%B0)、行間など)を含んでいます。
+フォントアセットをコンパイルした後は、@'Stride.Core.Serialization.Contents.ContentManager' を使って、@'Stride.Graphics.SpriteFont' インスタンスとして読み込むことができます。これは、テキストを表示するためのすべてのオプション(ビットマップ、[カーニング](https://ja.wikipedia.org/wiki/%E3%82%AB%E3%83%BC%E3%83%8B%E3%83%B3%E3%82%B0)、行間など)を含んでいます。
 <!--
-After a font asset is compiled it can be loaded as a @'Stride.Graphics.SpriteFont' instance using the @'Stride.Core.Serialization.Assets.ContentManager'. It contains all the options to display a text (bitmaps, kerning, line spacing etc).
+After a font asset is compiled it can be loaded as a @'Stride.Graphics.SpriteFont' instance using the @'Stride.Core.Serialization.Contents.ContentManager'. It contains all the options to display a text (bitmaps, kerning, line spacing etc).
 -->
 
 **Code:** スプライトフォントを読み込む
@@ -47,9 +47,9 @@ var myFont = Content.Load<SpriteFont>("MyFont");
 ## Write text on screen
 -->
 
-フォントを読み込んだら、@'Stride.Graphics.SpriteBatch' で任意のテキストを表示することができます。描画を行うのは、@'Stride.Graphics.SpriteBatch.DrawString' メソッドです。スプライトバッチの詳細については、[スプライト バッチ](spritebatch.md)を参照してください。
+フォントを読み込んだら、@'Stride.Graphics.SpriteBatch' で任意のテキストを表示することができます。描画を行うのは、@'Stride.Graphics.SpriteBatch.DrawString*' メソッドです。スプライトバッチの詳細については、[スプライト バッチ](spritebatch.md)を参照してください。
 <!--
-Once the font is loaded, you can display any text with a @'Stride.Graphics.SpriteBatch'. The @'Stride.Graphics.SpriteBatch.DrawString' method performs the draw. For more information about the SpriteBatch, see the [SpriteBatch](spritebatch.md) page.
+Once the font is loaded, you can display any text with a @'Stride.Graphics.SpriteBatch'. The @'Stride.Graphics.SpriteBatch.DrawString*' method performs the draw. For more information about the SpriteBatch, see the [SpriteBatch](spritebatch.md) page.
 -->
 
 **コード:** テキストを書く