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Use different syntax for notes/warnings;

bjorn 2 vuotta sitten
vanhempi
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+ 8 - 4
guides/Callbacks_and_Modules.md

@@ -83,8 +83,10 @@ There are lots of different rendering-related objects that can be created using
 such as `Model`, `Texture`, `Font`, `Shader`, and more.  Every function to create a new
 such as `Model`, `Texture`, `Font`, `Shader`, and more.  Every function to create a new
 object is prefixed with `new`, so to create a 3D model object you can use `lovr.graphics.newModel`.
 object is prefixed with `new`, so to create a 3D model object you can use `lovr.graphics.newModel`.
 
 
-> Note: Creating graphics objects uses memory and can slow things down if done every frame.  For
-> this reason, it's recommended to create objects only once in `lovr.load` before using them!
+:::note
+Creating graphics objects uses memory and can slow things down if done every frame.  For this
+reason, it's recommended to create objects only once in `lovr.load` before using them!
+::::
 
 
 Another important component of `lovr.graphics` is **graphics state**.  `Pass` has a number of state
 Another important component of `lovr.graphics` is **graphics state**.  `Pass` has a number of state
 variables that can be changed, like the color of rendered objects, the font in use, or the
 variables that can be changed, like the color of rendered objects, the font in use, or the
@@ -167,8 +169,10 @@ lovr.physics
 Adding a physics simulation to a scene can make it feel more realistic and immersive.  The
 Adding a physics simulation to a scene can make it feel more realistic and immersive.  The
 `lovr.physics` module can be used to set up a physics simulation.
 `lovr.physics` module can be used to set up a physics simulation.
 
 
-> Note: Physics engines can be tricky to set up.  There are lots of knobs to turn and it may take
-> some tweaking to get things working well.
+:::note
+Physics engines can be tricky to set up.  There are lots of knobs to turn and it may take some
+tweaking to get things working well.
+:::
 
 
 The first step to creating a simulation is to create a `World` using `lovr.physics.newWorld`.  After
 The first step to creating a simulation is to create a `World` using `lovr.physics.newWorld`.  After
 a world is created you can add `Collider`s to it, using functions like `World:newBoxCollider` or
 a world is created you can add `Collider`s to it, using functions like `World:newBoxCollider` or

+ 4 - 2
guides/Distribution.md

@@ -30,8 +30,10 @@ On Unix systems, the `cat` utility can be used to concatenate the two files:
 
 
     $ cat /path/to/lovr MyProject.zip > MyProject
     $ cat /path/to/lovr MyProject.zip > MyProject
 
 
-> Once you have an executable, be sure to distribute it with all the libraries (`.dll` or `.so`
-> files) that came with the original LÖVR download.
+:::note
+Once you have an executable, be sure to distribute it with all the libraries (`.dll` or `.so` files)
+that came with the original LÖVR download.
+:::
 
 
 macOS
 macOS
 ---
 ---

+ 4 - 2
guides/Getting_Started.md

@@ -17,8 +17,10 @@ what's shown if you run LÖVR without specifying a project.
 
 
 <img src="/img/nogame.png" alt="The Default Project" width="50%"/>
 <img src="/img/nogame.png" alt="The Default Project" width="50%"/>
 
 
-> Note: If you're using a VR headset, you'll only see the logo if your headset is pointing in the
-> forward direction.
+:::note
+If you're using a VR headset, you'll only see the logo if your headset is pointing in the forward
+direction.
+:::
 
 
 We're going to make a project so we see something more interesting than the logo.
 We're going to make a project so we see something more interesting than the logo.
 
 

+ 12 - 6
guides/Plugins.md

@@ -18,10 +18,14 @@ To use a plugin, place its library file next to the lovr executable and `require
       myplugin.dothething()
       myplugin.dothething()
     end
     end
 
 
-> On Unix systems, some plugin files might be prefixed with `lib` (e.g. `liblovr-plugin.so`).
-> In this case, be sure to require the plugin with the lib prefix: `require 'liblovr-plugin'`.
+:::note
+On Unix systems, some plugin files might be prefixed with `lib` (e.g. `liblovr-plugin.so`). In this
+case, be sure to require the plugin with the lib prefix: `require 'liblovr-plugin'`.
+:::
 
 
-> On Android, plugins are searched for in the `lib/arm64-v8a` folder of the APK.
+:::note
+On Android, plugins are searched for in the `lib/arm64-v8a` folder of the APK.
+:::
 
 
 Plugins are not officially supported in WebAssembly yet, but this is theoretically possible.
 Plugins are not officially supported in WebAssembly yet, but this is theoretically possible.
 
 
@@ -79,9 +83,11 @@ as git submodules.  A fork of lovr can be created that has this custom plugins f
 easy to quickly get a set of plugins on multiple machines.  Version control also means that the
 easy to quickly get a set of plugins on multiple machines.  Version control also means that the
 plugins are versioned and tied to a known version of lovr.
 plugins are versioned and tied to a known version of lovr.
 
 
-> By default, the libraries from all CMake targets in the plugin's build script will be moved
-> to the executable folder.  Plugins can override this by setting the `LOVR_PLUGIN_TARGETS` variable
-> to a semicolon-separated list of targets.
+:::note
+By default, the libraries from all CMake targets in the plugin's build script will be moved to the
+executable folder.  Plugins can override this by setting the `LOVR_PLUGIN_TARGETS` variable to a
+semicolon-separated list of targets.
+:::
 
 
 Creating Plugins
 Creating Plugins
 ---
 ---

+ 10 - 7
guides/Scripting_Languages.md

@@ -16,7 +16,9 @@ This document covers only some of them (in alphabetical order):
 * [Wu (Rust dialect)](#wu-rust-dialect)
 * [Wu (Rust dialect)](#wu-rust-dialect)
 * [Yuescript (Moonscript dialect)](#yuescript-moonscript-dialect)
 * [Yuescript (Moonscript dialect)](#yuescript-moonscript-dialect)
 
 
-> A *dialect* means the language is inspired by the parent but not fully syntax compatible.
+:::note
+A *dialect* means the language is inspired by the parent but not fully syntax compatible.
+:::
 
 
 In general there are two ways of using one of them in a LÖVR project:
 In general there are two ways of using one of them in a LÖVR project:
 
 
@@ -59,12 +61,13 @@ In general there are two ways of using one of them in a LÖVR project:
             In fused mode the virtual file-system is the only working file access method.
             In fused mode the virtual file-system is the only working file access method.
             Meaning the project won't work at all if it relies on 'require'.
             Meaning the project won't work at all if it relies on 'require'.
 
 
-> The more elegant and recommended solution is the just-in-time compilation:
->
-> * Source and Lua files can't be out of sync.
-> * Developer friendly workflow.
-> * Runtime error line translation is usually done by the compiler without extra care.
-> * Allows reload during development.
+:::note
+The more elegant and recommended solution is the just-in-time compilation:
+* Source and Lua files can't be out of sync.
+* Developer friendly workflow.
+* Runtime error line translation is usually done by the compiler without extra care.
+* Allows reload during development.
+:::
 
 
 CSharp.lua (C# dialect)
 CSharp.lua (C# dialect)
 ---
 ---