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@@ -7292,6 +7292,27 @@ return {
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}
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}
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},
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+ {
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+ name = "getAlphaSampling",
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+ tag = "graphicsState",
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+ summary = "Get whether alpha sampling (alpha to coverage) is enabled.",
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+ description = "Returns whether or not alpha sampling is enabled. Alpha sampling is also known as alpha-to-coverage. When it is enabled, the alpha channel of a pixel is factored into how antialiasing is computed, so the edges of a transparent texture will be correctly antialiased.",
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+ key = "lovr.graphics.getAlphaSampling",
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+ module = "lovr.graphics",
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+ variants = {
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+ {
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+ arguments = {},
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+ returns = {
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+ {
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+ name = "enabled",
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+ type = "boolean",
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+ description = "Whether or not alpha sampling is enabled."
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+ }
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+ }
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+ }
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+ },
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+ notes = "- Alpha sampling is disabled by default.\n- This feature can be used for a cheap transparency effect, pixels with an alpha of zero will\n have their depth value discarded, allowing things behind them to show through (normally you\n have to sort objects or write a shader for this)."
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+ },
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{
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name = "getBackgroundColor",
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tag = "graphicsState",
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@@ -9389,6 +9410,27 @@ return {
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},
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notes = "Order matters when scaling, translating, and rotating the coordinate system."
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},
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+ {
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+ name = "setAlphaSampling",
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+ tag = "graphicsState",
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+ summary = "Enable or disable alpha sampling.",
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+ description = "Enables or disables alpha sampling. Alpha sampling is also known as alpha-to-coverage. When it is enabled, the alpha channel of a pixel is factored into how antialiasing is computed, so the edges of a transparent texture will be correctly antialiased.",
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+ key = "lovr.graphics.setAlphaSampling",
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+ module = "lovr.graphics",
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+ variants = {
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+ {
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+ arguments = {
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+ {
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+ name = "enabled",
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+ type = "boolean",
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+ description = "Whether or not alpha sampling is enabled."
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+ }
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+ },
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+ returns = {}
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+ }
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+ },
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+ notes = "- Alpha sampling is disabled by default.\n- This feature can be used for a cheap transparency effect, pixels with an alpha of zero will\n have their depth value discarded, allowing things behind them to show through (normally you\n have to sort objects or write a shader for this)."
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+ },
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{
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name = "setBackgroundColor",
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tag = "graphicsState",
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@@ -9682,6 +9724,27 @@ return {
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},
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notes = "The default point size is `1.0`."
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},
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+ {
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+ name = "setProjection",
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+ tag = "graphicsState",
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+ summary = "Set the projection matrix.",
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+ description = "Sets the projection matrix.",
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+ key = "lovr.graphics.setProjection",
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+ module = "lovr.graphics",
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+ variants = {
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+ {
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+ arguments = {
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+ {
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+ name = "projection",
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+ type = "mat4",
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+ description = "The projection matrix to use."
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+ }
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+ },
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+ returns = {}
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+ }
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+ },
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+ notes = "- The projection matrix will be set for both \"eyes\" of the camera.\n- This state is reset at the beginning and end of `lovr.headset.renderTo`."
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+ },
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{
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name = "setShader",
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tag = "graphicsState",
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@@ -11362,6 +11425,35 @@ return {
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}
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}
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},
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+ {
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+ name = "hasGlyphs",
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+ summary = "Check if a Font has a set of glyphs.",
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+ description = "Returns whether the Font has a set of glyphs. Any combination of strings and numbers (corresponding to character codes) can be specified. This function will return true if the Font is able to render *all* of the glyphs.",
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+ key = "Font:hasGlyphs",
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+ module = "lovr.graphics",
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+ related = {
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+ "Rasterizer:hasGlyphs"
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+ },
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+ variants = {
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+ {
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+ arguments = {
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+ {
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+ name = "...",
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+ type = "*",
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+ description = "Strings or numbers to test."
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+ }
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+ },
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+ returns = {
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+ {
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+ name = "has",
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+ type = "boolean",
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+ description = "Whether the Font has the glyphs."
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+ }
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+ }
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+ }
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+ },
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+ notes = "It is a good idea to use this function when you're rendering an unknown or user-supplied string to avoid embarrassing crashes."
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+ },
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{
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name = "setLineHeight",
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summary = "Set the line height of the Font.",
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