Browse Source

Mention Mesh bounding box;

bjorn 1 year ago
parent
commit
fe6d52b3b2
2 changed files with 3 additions and 1 deletions
  1. 1 1
      api/init.lua
  2. 2 0
      api/lovr/graphics/Mesh/init.lua

+ 1 - 1
api/init.lua

@@ -14017,7 +14017,7 @@ return {
         {
           name = "Mesh",
           summary = "A drawable triangle mesh.",
-          description = "Meshes store arbitrary geometry data, and can be drawn with `Pass:draw`.\n\nMeshes hold a list of **vertices**.  The number of vertices is declared upfront when the Mesh is created, and it can not be resized afterwards.\n\nThe Mesh has a **vertex format**, which is a set of **attributes** comprising each vertex, like a `position`, `color`, etc.\n\nThe **vertex indices** in the Mesh describe the order that the vertices are rendered in.  This is an optimization that allows vertices to be reused if they are used for multiple triangles, without duplicating all of their data.\n\nThe Mesh has a **draw mode**, which controls how the vertices are connected together to create pixels.  It can either be `points`, `lines`, or `triangles`.\n\nThe Mesh can have a `Material` applied, which defines colors, textures, and other properties of its surface.\n\nThe **draw range** of the Mesh defines a subset of the vertices to render when the Mesh is drawn.",
+          description = "Meshes store arbitrary geometry data, and can be drawn with `Pass:draw`.\n\nMeshes hold a list of **vertices**.  The number of vertices is declared upfront when the Mesh is created, and it can not be resized afterwards.\n\nThe Mesh has a **vertex format**, which is a set of **attributes** comprising each vertex, like a `position`, `color`, etc.\n\nThe **vertex indices** in the Mesh describe the order that the vertices are rendered in.  This is an optimization that allows vertices to be reused if they are used for multiple triangles, without duplicating all of their data.\n\nThe Mesh has a **draw mode**, which controls how the vertices are connected together to create pixels.  It can either be `points`, `lines`, or `triangles`.\n\nThe Mesh can have a `Material` applied, which defines colors, textures, and other properties of its surface.\n\nThe **draw range** of the Mesh defines a subset of the vertices to render when the Mesh is drawn.\n\nThe **bounding box** of the Mesh allows LÖVR to skip rendering it when it's out of view.",
           key = "Mesh",
           module = "lovr.graphics",
           constructors = {

+ 2 - 0
api/lovr/graphics/Mesh/init.lua

@@ -21,6 +21,8 @@ return {
 
     The **draw range** of the Mesh defines a subset of the vertices to render when the Mesh is
     drawn.
+
+    The **bounding box** of the Mesh allows LÖVR to skip rendering it when it's out of view.
   ]],
   constructor = 'lovr.graphics.newMesh'
 }