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@@ -17205,7 +17205,7 @@ return {
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{
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name = "Pass",
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summary = "A stream of graphics commands.",
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- description = "Pass objects 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.",
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+ description = "Pass objects 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.",
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key = "Pass",
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module = "lovr.graphics",
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constructors = {
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