Skip to content

Commit

Permalink
Merge remote-tracking branch 'upstream/develop' into develop
Browse files Browse the repository at this point in the history
  • Loading branch information
github-actions committed Jul 2, 2024
2 parents 2087bf5 + f5fec37 commit 3e1a524
Show file tree
Hide file tree
Showing 4 changed files with 17 additions and 3 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@ <h3>Depth vs. Depth Buffer Depth</h3>
</li>
</ul>
</li>
<li>The depth buffer, which stores a depth value for every pixel of a surface (i.e. render target). This is the fraction of the distance between the near plane and the far plane. A value of 0 corresponds to znear, a value of 1 corresponds to zfar. The value depends on the <a href="../../Cameras_And_Display/Cameras_And_Viewports/Cameras_And_View_Ports.htm">camera</a> currently in use and its type of <a href="../../Cameras_And_Display/Cameras_And_Viewports/camera_set_proj_mat.htm" title="camera_set_proj_mat()">projection</a> (<a href="../../Maths_And_Numbers/Matrix_Functions/matrix_build_projection_perspective.htm" title="matrix_build_projection_perspective()">perspective</a> or <a href="../../Maths_And_Numbers/Matrix_Functions/matrix_build_projection_ortho.htm" title="matrix_build_projection_ortho()">orthographic</a>).</li>
<li>The depth buffer, which stores a depth value for every pixel of a surface (i.e. render target). This depth value is the fraction of the distance between the near plane and the far plane. A value of 0 corresponds to znear, a value of 1 corresponds to zfar. The value depends on the <a href="../../Cameras_And_Display/Cameras_And_Viewports/Cameras_And_View_Ports.htm">camera</a> currently in use and its type of <a href="../../Cameras_And_Display/Cameras_And_Viewports/camera_set_proj_mat.htm" title="camera_set_proj_mat()">projection</a> (<a href="../../Maths_And_Numbers/Matrix_Functions/matrix_build_projection_perspective.htm" title="matrix_build_projection_perspective()">perspective</a> or <a href="../../Maths_And_Numbers/Matrix_Functions/matrix_build_projection_ortho.htm" title="matrix_build_projection_ortho()">orthographic</a>).</li>
</ul>
<p>The depth buffer stores the values after all transformations have been applied. <span class="inline3_func"><a data-xref="{title}" href="../draw_clear_depth.htm">draw_clear_depth</a></span> can be used to reset all values in the depth buffer to any value between 0 (znear) and 1 (zfar).</p>
<p>For the default orthographic camera the values can be converted as follows: </p>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@
</head>
<body>
<h1><span data-field="title" data-format="default">gpu_get_sprite_cull</span></h1>
<p>This function returns whether (frustum) culling of sprites and tile maps is enabled or not.</p>
<p>This function returns whether (frustum) culling of sprites and tile maps is enabled or not. It is enabled by default.</p>
<p> </p>
<h4>Syntax:</h4>
<p class="code"><span data-field="title" data-format="default">gpu_get_sprite_cull</span>()</p>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@
</head>
<body>
<h1><span data-field="title" data-format="default">gpu_set_sprite_cull</span></h1>
<p>This function sets whether (frustum) culling of sprites and tile maps is enabled globally or not.</p>
<p>This function sets whether (frustum) culling of sprites and tile maps is enabled globally or not. It is enabled by default.</p>
<p>When enabled, sprites are checked against the view frustum on the CPU and <em>culled</em> (i.e. removed) if they&#39;re fully outside. Sprites that are culled are not submitted to the GPU (i.e. drawn).</p>
<p class="note"><span data-conref="../../../../assets/snippets/Tag_note.hts"> </span> Sprite culling applies to all sprites that are drawn in your game, either manually using the <span class="inline3_func">draw_sprite_*</span> functions, as elements on asset layers or as part of sequences.</p>
<p>Tile maps are culled in a different way than sprites: only <span>the tiles in the tile map that fall into a rectangle defined by the intersection of the room borders and the viewport rectangle are drawn.</span></p>
Expand Down
14 changes: 14 additions & 0 deletions Manual/contents/assets/snippets/Note_Hotkey_chords_shift.hts
Original file line number Diff line number Diff line change
@@ -0,0 +1,14 @@
<?xml version="1.0" encoding="utf-8" ?>
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta name="generator" content="Adobe RoboHelp 2022" />
<meta name="topic-comment" content="" />
<title>Note_Hotkey_chords_shift</title>
<link rel="stylesheet" type="text/css" href="../css/default.css" />
</head>
<body>
<p class="note"><span data-conref="Tag_note.hts"> </span> Hotkey chords using <span class="shortcut">SHIFT</span> as the <strong>only</strong> modifier cannot be defined, as <span class="shortcut">SHIFT</span> is used to invert the case of letters being typed, which cannot be differentiated from a chord being executed. It can still be used along with other modifiers to create hotkey chords, such as <span class="shortcut">CTRL + SHIFT + KEY</span>.</p>
</body>
</html>

0 comments on commit 3e1a524

Please sign in to comment.