lua documentation update
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@@ -48,7 +48,7 @@ This is a reference and explanation of Lua scripting features in Wicked Engine.
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19. [DecalComponent](#decalcomponent)
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10. [Canvas](#canvas)
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11. [High Level Interface](#high-level-interface)
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1. [MainComponent](#maincomponent)
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1. [Application](#application)
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2. [RenderPath](#renderpath)
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1. [RenderPath2D](#renderpath2d)
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2. [RenderPath3D](#renderpath3d)
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@@ -664,6 +664,7 @@ The scene holds components. Entity handles can be used to retrieve associated co
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- Component_CreateName(Entity entity) : NameComponent result -- attach a name component to an entity. The returned component is associated with the entity and can be manipulated
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- Component_CreateLayer(Entity entity) : LayerComponent result -- attach a layer component to an entity. The returned component is associated with the entity and can be manipulated
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- Component_CreateTransform(Entity entity) : TransformComponent result -- attach a transform component to an entity. The returned component is associated with the entity and can be manipulated
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- Component_CreateCamera(Entity entity) : CameraComponent result -- attach a camera component to an entity. The returned component is associated with the entity and can be manipulated
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- Component_CreateLight(Entity entity) : LightComponent result -- attach a light component to an entity. The returned component is associated with the entity and can be manipulated
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- Component_CreateObject(Entity entity) : ObjectComponent result -- attach an object component to an entity. The returned component is associated with the entity and can be manipulated
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- Component_CreateInverseKinematics(Entity entity) : InverseKinematicsComponent result -- attach an IK component to an entity. The returned component is associated with the entity and can be manipulated
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@@ -1407,6 +1408,7 @@ This is the main entry point and manages the lifetime of the application.
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- SetVRAMUsageDisplay(bool active) -- toggle display of video memory usage if info display is enabled
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- GetCanvas() : Canvas canvas -- returns a copy of the application's current canvas
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- SetCanvas(Canvas canvas) -- applies the specified canvas to the application
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- Exit() -- Closes the program
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- [outer]SetProfilerEnabled(bool enabled)
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### RenderPath
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