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- description = "Pass objects are used to record commands for the GPU. Commands can be recorded by calling functions on the Pass. After recording a set of passes, they can be submitted for the GPU to process using `lovr.graphics.submit`.\n\nPass objects are **temporary** and only exist for a single frame. Once `lovr.graphics.submit` is called to end the frame, any passes that were created during that frame become **invalid**. Each frame, a new set of passes must be created and recorded. LÖVR tries to detect if you use a pass after it's invalid, but this error checking is not 100% accurate at the moment.\n\nThere are 3 types of passes. Each type can record a specific type of command:\n\n- `render` passes render graphics to textures. The `lovr.draw` callback receives a render pass\n as an argument.\n- `compute` passes run compute shaders.\n- `transfer` passes can transfer data to/from GPU objects, like `Buffer` and `Texture`.",
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+ description = "Pass objects are used to record commands for the GPU. Commands can be recorded by calling functions on the Pass. After recording a set of passes, they can be submitted for the GPU to process using `lovr.graphics.submit`.\n\nPass objects are **temporary** and only exist for a single frame. Once `lovr.graphics.submit` is called to end the frame, any passes that were created during that frame become **invalid**. Each frame, a new set of passes must be created and recorded. LÖVR tries to detect if you use a pass after it's invalid, but this error checking is not 100% accurate at the moment.\n\nThere are 3 types of passes. Each type can record a specific type of command:\n\n- `render` passes render graphics to textures.\n- `compute` passes run compute shaders.\n- `transfer` passes can transfer data to/from GPU objects, like `Buffer` and `Texture`.",
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