bjorn 1 year ago
parent
commit
64e49e239e
2 changed files with 2 additions and 2 deletions
  1. 1 1
      api/init.lua
  2. 1 1
      api/lovr/graphics/Pass/init.lua

+ 1 - 1
api/init.lua

@@ -16710,7 +16710,7 @@ return {
         {
           name = "Pass",
           summary = "A stream of graphics commands.",
-          description = "Pass objects are used to record work for the GPU.  They contain a list of things to draw and a list of compute shaders to run.\n\nMethods like `Pass:sphere` will \"record\" a draw on the Pass, which adds it to the list.  Other methods like `Pass:setBlendMode` or `Pass:setShader` will change the way future draws are processed.\n\nOnce all of the work has been recorded to a Pass, it can be sent to the GPU using `lovr.graphics.submit`, which will start processing all of the compute work and draws (in that order).\n\nA Pass can have a **canvas**, which is a set of textures that the draws will render to.\n\n`Pass:reset` is used to clear all of the computes and draws, putting the Pass in a fresh state.\n\n`lovr.draw` is called every frame with a `Pass` that is configured to render to either the headset or the window.  The Pass will automatically get submitted afterwards.",
+          description = "Pass objects are used to record work for the GPU.  They contain a list of things to draw and a list of compute shaders to run.\n\nMethods like `Pass:sphere` will \"record\" a draw on the Pass, which adds it to the list.  Other methods like `Pass:setBlendMode` or `Pass:setShader` will change the way the next draws are processed.\n\nOnce all of the work has been recorded to a Pass, it can be sent to the GPU using `lovr.graphics.submit`, which will start processing all of the compute work and draws (in that order).\n\nA Pass can have a **canvas**, which is a set of textures that the draws will render to.\n\n`Pass:reset` is used to clear all of the computes and draws, putting the Pass in a fresh state.\n\n`lovr.draw` is called every frame with a `Pass` that is configured to render to either the headset or the window.  The Pass will automatically get submitted afterwards.",
           key = "Pass",
           module = "lovr.graphics",
           constructors = {

+ 1 - 1
api/lovr/graphics/Pass/init.lua

@@ -5,7 +5,7 @@ return {
     list of compute shaders to run.
 
     Methods like `Pass:sphere` will "record" a draw on the Pass, which adds it to the list.  Other
-    methods like `Pass:setBlendMode` or `Pass:setShader` will change the way future draws are
+    methods like `Pass:setBlendMode` or `Pass:setShader` will change the way the next draws are
     processed.
 
     Once all of the work has been recorded to a Pass, it can be sent to the GPU using