library: swap args in setuniformdepthbuffer

Makes it consistent with every other setuniform function in the API
This commit is contained in:
Adam
2025-08-06 18:56:50 +01:00
parent 988ca33b15
commit edf9be7e1c
2 changed files with 9 additions and 8 deletions

View File

@@ -2620,14 +2620,14 @@ myprogram:setuniformsurface(location, mysurface)
@subsection setuniformdepthbuffer
Sets the depth buffer as a uniform value. This will usually be used for
sampler2D variables. This function requires a rendergameview event
object and, as such, it may only be called during a callback for that
event.
sampler2D variables. This function works like all other setuniform
functions, but requiring a rendergameview event as the second argument,
and, as such, it may only be called during an onrendergameview event.
@example lua
@verbatim
bolt.onrendergameview(function (event)
myprogram:setuniformdepthbuffer(event, location)
myprogram:setuniformdepthbuffer(location, event)
end)
@end verbatim
@end example
@@ -2637,8 +2637,9 @@ depth buffer. The depth buffer is like a normal surface, but not exactly
the same: a normal surface has internal contents of format GL_RGBA,
whereas the depth buffer has contents of format GL_DEPTH_COMPONENT32F.
This means that while it can be sampled in a sampler2D like any other
surface, the R, G and B components will always be the same value, and
the alpha component will always be 1.
surface, the R component will contain the depth value for that pixel,
the G and B components will be undefined, and the A component will
usually be 1.0.
The depth component of any given pixel represents the Z-value of
whatever was drawn on that pixel, and is used by the game to ensure that

View File

@@ -2200,8 +2200,8 @@ static int api_shaderprogram_setuniformsurface(lua_State* state) {
static int api_shaderprogram_setuniformdepthbuffer(lua_State* state) {
struct ShaderProgramFunctions* program = require_self_userdata(state, "setuniformdepthbuffer");
const struct RenderGameViewEvent* event = require_userdata(state, 2, "setuniformdepthbuffer");
const lua_Integer location = luaL_checkinteger(state, 3);
const lua_Integer location = luaL_checkinteger(state, 2);
const struct RenderGameViewEvent* event = require_userdata(state, 3, "setuniformdepthbuffer");
program->set_uniform_depthbuffer(program->userdata, event->functions.userdata, location);
return 0;
}