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@@ -10994,6 +10994,10 @@ return {
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{
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{
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name = "linear",
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name = "linear",
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description = "A smooth appearance where neighboring pixels are averaged."
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description = "A smooth appearance where neighboring pixels are averaged."
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+ },
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+ {
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+ name = "cubic",
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+ description = "An even smoother appearance, but slower and typically only available on mobile GPUs. Use `lovr.graphics.isFormatSupported('format', 'cubic')` to check for support for a specific format, or `lovr.graphics.getFeatures().cubic` to see if cubic filtering is supported at all.\n\nNote that this can only be used for `min` and `mag` options in sampler. Trying to use this for the `mip` filter mode will silently fall back to `linear`."
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}
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}
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}
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}
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},
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},
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@@ -11225,6 +11229,10 @@ return {
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{
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{
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name = "blit",
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name = "blit",
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description = "The Texture can be used with `Pass:blit` and `Pass:generateMipmaps`."
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description = "The Texture can be used with `Pass:blit` and `Pass:generateMipmaps`."
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+ },
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+ {
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+ name = "cubic",
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+ description = "The Texture can be used with a sampler that uses a `cubic` filter mode. See `FilterMode`."
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}
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}
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}
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}
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},
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},
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@@ -11986,6 +11994,11 @@ return {
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name = "int16",
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name = "int16",
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type = "boolean",
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type = "boolean",
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description = "Whether shader code can use signed and unsigned 16-bit integers."
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description = "Whether shader code can use signed and unsigned 16-bit integers."
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+ },
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+ {
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+ name = "cubic",
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+ type = "boolean",
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+ description = "Whether the GPU supports cubic texture filtering. To check for specific format support, use `lovr.graphics.isFormatSupported` with the `cubic` `TextureFeature`."
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}
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}
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}
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}
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}
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}
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@@ -13485,7 +13498,7 @@ return {
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name = "newShader",
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name = "newShader",
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tag = "graphics-objects",
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tag = "graphics-objects",
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summary = "Create a new Shader.",
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summary = "Create a new Shader.",
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- description = "Creates a Shader, which is a small program that runs on the GPU.\n\nShader code is usually written in GLSL and compiled to SPIR-V bytecode. SPIR-V is faster to load but requires a build step. Either form can be used to create a shader.\n\nBy default, the provided shader code is expected to implement a `void lovrmain() { ... }` function that is called for each vertex or fragment. If the `raw` option is set to `true`, the code is treated as a raw shader and the `lovrmain` function is not required. In this case, the shader code is expected to implement its own `main` function.",
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+ description = "Creates a Shader, which is a small program that runs on the GPU.\n\nShader code is usually written in GLSL and compiled to SPIR-V bytecode. SPIR-V is faster to load but requires a build step. Either form can be used to create a shader.\n\nBy default, the provided shader code is expected to implement a `vec4 lovrmain() { ... }` function that is called for each vertex or fragment. If the `raw` option is set to `true`, the code is treated as a raw shader and the `lovrmain` function is not required. In this case, the shader code is expected to implement its own `main` function.",
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key = "lovr.graphics.newShader",
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key = "lovr.graphics.newShader",
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module = "lovr.graphics",
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module = "lovr.graphics",
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related = {
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related = {
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