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Update Callbacks and Distribution guides;

bjorn 7 years ago
parent
commit
70bfe57257
2 changed files with 6 additions and 11 deletions
  1. 1 1
      guides/Callbacks_and_Modules.md
  2. 5 10
      guides/Distribution.md

+ 1 - 1
guides/Callbacks_and_Modules.md

@@ -58,7 +58,7 @@ Modules
 You might be wondering what code to write in the different callbacks.  Inside callbacks you'll often
 call into different modules to get LÖVR to do useful things.
 
-A module is just a Lua table that exposes a set of functions you can call.  Each module is
+A module is a plain Lua table that exposes a set of functions you can call.  Each module is
 responsible for a specific area of functionality.  Some modules are relatively low level and, though
 useful, they often aren't used in smaller projects.  The most commonly used modules are:
 

+ 5 - 10
guides/Distribution.md

@@ -7,10 +7,10 @@ how to export and distribute a project.
 Creating an Archive
 ---
 
-The first step is to create an archive of your project, which is really just a zipped up version of
-its contents.  On Windows you can select all the files in a project (**not** the project folder),
-right click them, and choose "Send to" -> "Compressed (zip) folder".  On Unix systems, the `zip`
-utility can be used:
+The first step is to create an archive of your project, which is a zipped up version of its
+contents.  On Windows you can select all the files in a project (**not** the project folder), right
+click them, and choose "Send to" -> "Compressed (zip) folder".  On Unix systems, the `zip` utility
+can be used:
 
 ```
 zip -9qr .
@@ -36,15 +36,10 @@ original LÖVR download.
 WebVR
 ---
 
-You can use the [WebVR Exporter](/share) to export to WebVR.  Just drag and drop a `.zip` file into
-your window to create a WebVR page.
-
-> Note that WebVR exports are removed after 30 days of inactivity!
-
 To create a custom WebVR build, see [this
 guide](https://github.com/bjornbytes/lovr/blob/master/COMPILING.md#webvr).
 
 Note that there are a few differences when running LÖVR in the browser:
 
 - `Controller:newModel` will always return `nil`.
-- Oculus Touch controllers are not fully supported yet.
+- Compute shaders are not supported.