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Parametrize script extension, default to 'tscript'
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542 changed files with 774 additions and 783 deletions
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@ -67,7 +67,7 @@ ConsoleDocClass( RenderDeferredMgr,
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"and render them to the g-buffer for use in lighting the scene and doing effects.\n\n"
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"PostEffect and other shaders can access the output of this bin by using the #deferred "
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"texture target name. See the edge anti-aliasing post effect for an example.\n\n"
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"@see game/core/scripts/client/postFx/edgeAA.cs\n"
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"@see game/core/scripts/client/postFx/edgeAA." TORQUE_SCRIPT_EXTENSION "\n"
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"@ingroup RenderBin\n" );
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@ -42,7 +42,7 @@ ConsoleDocClass( RenderFormatToken,
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"The RenderPassStateBin manager changes the rendering state associated with "
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"this token. In stock Torque 3D, a single example exists in the "
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"way of AL_FormatToken (found in renderManager.cs). In that script file, all the "
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"way of AL_FormatToken (found in renderManager." TORQUE_SCRIPT_EXTENSION "). In that script file, all the "
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"render managers are intialized, and a single RenderFormatToken is used. This "
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"implementation basically exists to ensure Advanced Lighting works with MSAA.\n\n"
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@ -72,7 +72,7 @@ ConsoleDocClass( RenderFormatToken,
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"@see RenderPassToken\n\n"
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"@see RenderPassStateBin\n"
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"@see game/core/scripts/client/renderManager.cs\n"
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"@see game/core/scripts/client/renderManager." TORQUE_SCRIPT_EXTENSION "\n"
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"@ingroup GFX\n"
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);
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@ -381,4 +381,4 @@ void RenderFormatToken::onRemove()
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mTarget.release();
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Parent::onRemove();
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}
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}
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@ -110,7 +110,7 @@ ConsoleDocClass( RenderPassManager,
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"The render pass is used to order a set of RenderBinManager objects which are used "
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"when rendering a scene. This class does little work itself other than managing "
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"its list of render bins.\n\n"
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"In 'core/scripts/client/renderManager.cs' you will find the DiffuseRenderPassManager "
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"In 'core/scripts/client/renderManager." TORQUE_SCRIPT_EXTENSION "' you will find the DiffuseRenderPassManager "
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"which is used by the C++ engine to render the scene.\n\n"
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"@see RenderBinManager\n"
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"@ingroup RenderBin\n" );
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@ -37,13 +37,13 @@ ConsoleDocClass( RenderPassStateToken,
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"The RenderPassStateBin manager changes the rendering state associated with "
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"a token it is declared with. In stock Torque 3D, a single example exists in the "
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"way of AL_FormatToken (found in renderManager.cs). In that script file, all the "
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"way of AL_FormatToken (found in renderManager." TORQUE_SCRIPT_EXTENSION "). In that script file, all the "
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"render managers are intialized, and a single RenderFormatToken is used. This "
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"implementation basically exists to ensure Advanced Lighting works with MSAA.\n\n"
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"@see RenderFormatToken\n"
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"@see RenderPassStateBin\n"
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"@see game/core/scripts/client/renderManager.cs\n"
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"@see game/core/scripts/client/renderManager." TORQUE_SCRIPT_EXTENSION "\n"
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"@ingroup RenderBin\n"
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);
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@ -160,4 +160,4 @@ DefineEngineMethod(RenderPassStateToken, toggle, void, (),,
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"@brief Toggles the token from enabled to disabled or vice versa." )
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{
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object->enable(!object->isEnabled());
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}
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}
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