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Updated render predicate docs (#439)

* update gamepad & ios

* project settings

* libffi version

* scaling

* image compression

* update gamepads

* increase memory

* caching assets

* update 2021/10/6

* update 2021/10/16
blend-modes.md

* update 2021/11/12

* allow dynamic transforms update

* Bundle update

* update faq

* bullet & bob

* script properties update

* editor-styling

* build server url

* editor templates

* spine extension update

* Fix typo in the "optimizations" word in Chinese docs

* Update to material.md - Constants buffers

* Verify Graphics Calls

* H5 parameters

* OpenJDK downloads

* cn update corresponds to [pull 259](https://github.com/defold/doc/pull/259)

* application security

* porting guidelines

* update for 8f1651f

* cn update for 094bf6f

* cn update for 20fdfc5 & 6263317

* cn update for 7/19/2022

* title

* profiling update

* update editor.md

* update bob.md

* update shortcuts

* update fixed update note

* Update properties.md

* Update material.md

* Updates links

* Update bob help with the latest info

* camera & renderer

* Updated android keystore info zh_cn

* bundling.md release vs debug zh_cn

* update bob.md & gui-clipping.md

* contentless bundle

* consoles update

* model animation link

* gamepad & faq

* remove a camera lib

* font shadow render mode fix

* updates about app-manifest and others

* Update script.md

* includes in shaders

* editor scripts

* material updates

* Added dynamic atlas and texture creation

* fixes for atlas and some others

* update screenshots and add explanations (CN)

* add a line about Dynamic Prototype (CN)

* remove "inline" marks in pics

* de-translate the subtitle "Running the debugger" & images fix

* bundle identifier restrictions

* node properties Enabled and Visible (CN)

* release checklist & slice-9

* Update project-settings.md (CN)

* Update camera.md (CN)

* Update project-settings.md (CN)

* culling of meshes (CN)

* Update project-settings.md (CN)

* gltf model file support (CN)

* updates about factory (CN)

* Update bob.md (CN)

* Update bob.jar help (CN)

* Update about renderer and other things

* Update PS4 development and other things

* Dynamic prototype part of the collection factory.

* sync to atlas.md

* sync to design.md

* sync to gpgs.md

* sync to hot-reload.md

* sync to linux.md

* sync to live-update.md

* sync to lua.md

* sync to networking.md

* sync to physics-shapes.md

* sync to push.md

* sync to test.md

* sync to working-offline.md

* update material.md

* update zerobrane.md

* all done

* Splitting .zip archives in live-update.md

* manual for collision events

* Updated sprite documentation to include info about multiple textures

* update editor-scripts.md & physics-events.md

* update buffer.md & physics-shapes.md

* screen blend mode

* Update camera manual for zh with new function.

* Fix texture profile documentation for 1.7.0 zh

* update material.md & render.md

* notice about physics-events

* script-properties notes & PS5

* Clarified collision messages

* Update 3rd party camera list

* Fixed links in live update manual zh

* Update lua.md

* Update html5 manual with new information about CUSTOM_PARAMETERS. zh

* Added note on Apple Privacy Manifests zh

* typo

* Add info about collection proxies for zh

* fix minor mistakes

* typo

* custom resource & physics.set_shape

* Add missing type property in the physics.set_shape for zh

* html5 param & coordinates convertion

* Update install.md for zh

* Added app manifest manual for zh

* Added more info on build variants for zh

* lua transpilers and ImageMagick usage

* merging plists & Remove LSP

* Document .luacheckrc for zh

* title added

* Updated render predicate docs
COCO 1 year ago
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78ce6854fb
1 changed files with 24 additions and 2 deletions
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      docs/zh/manuals/render.md

+ 24 - 2
docs/zh/manuals/render.md

@@ -37,9 +37,31 @@ brief: 本教程介绍了 Defold 的渲染流程及其编程方法.
 
 可是对象都有材质用以确定如何在屏幕上进行绘制. 材质之中, 可以指定一个或多个 _标签_ 与材质相对应.
 
-渲染脚本中, 就可以决定什么样的标签拥有什么样的 *渲染优先级*. 引擎渲染时, 材质基于标签队列被赋予渲染优先级.
+在你的渲染脚本中, 你可以创建一组 *渲染优先级* 然后指定什么标签归于那个优先级. 当你告诉引擎渲染它们的时候, 每个材质里包含该优先级的所有标签的对象会被渲染.
 
-![Render predicate](images/render/render_predicate.png){srcset="images/render/[email protected] 2x"}
+```
+Sprite 1        Sprite 2        Sprite 3        Sprite 4
+Material A      Material A      Material B      Material C
+  outlined        outlined        greyscale       outlined
+  tree            tree            tree            house
+```
+
+```lua
+-- 一个优先级对应所有标签为 "tree" 的 sprites
+local trees = render.predicate({"tree"})
+-- 渲染 Sprite 1, 2 和 3
+render.draw(trees)
+
+-- 一个优先级对应所有标签为 "outlined" 的 sprites
+local outlined = render.predicate({"outlined"})
+-- 渲染 Sprite 1, 2 和 4
+render.draw(outlined)
+
+-- 一个优先级对应所有包含标签为 "outlined" 的且包含标签为 "tree" 的 sprites
+local outlined_trees = render.predicate({"outlined", "tree"})
+-- 渲染 Sprite 1 和 2
+render.draw(outlined_trees)
+```
 
 关于材质详情请见 [材质教程](/manuals/material).