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Doc renames
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rasky committed Jun 2, 2023
1 parent fd1dc91 commit 560a40f
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Showing 2 changed files with 11 additions and 11 deletions.
14 changes: 7 additions & 7 deletions include/rdpq_mode.h
Original file line number Diff line number Diff line change
Expand Up @@ -390,8 +390,8 @@ inline void rdpq_mode_antialias(bool enable)
* // Configure the flat color that will modulate the texture
* rdpq_set_prim_color(RGBA32(192, 168, 74, 255));
*
* // Load a texture into TMEM (tile descriptor #4)
* rdpq_tex_load(TILE4, &texture, 0);
* // Upload a texture into TMEM (tile descriptor #4)
* rdpq_tex_upload(TILE4, &texture, 0);
*
* // Draw the rectangle
* rdpq_texture_rectangle(TILE4,
Expand Down Expand Up @@ -507,7 +507,7 @@ inline void rdpq_mode_combiner(rdpq_combiner_t comb) {
* rdpq_set_fog_color(RGBA32(0,0,0, 128));
*
* // Load a texture into TMEM
* rdpq_tex_load(TILE0, texture, 0);
* rdpq_tex_upload(TILE0, texture, 0);
*
* // Draw it
* rdpq_texture_rectangle(TILE0,
Expand Down Expand Up @@ -681,14 +681,14 @@ inline void rdpq_mode_zoverride(bool enable, float z, int16_t deltaz) {
*
* This function allows to enable / disable palette lookup during
* drawing. To draw using a texture with palette, it is necessary
* to first load the texture into TMEM (eg: via #rdpq_tex_load),
* then load the palette (eg: via #rdpq_tex_load_tlut),
* to first load the texture into TMEM (eg: via #rdpq_tex_upload),
* then load the palette (eg: via #rdpq_tex_upload_tlut),
* and finally activate the palette drawing mode via #rdpq_mode_tlut.
*
* @param tlut Palette type, or 0 to disable.
*
* @see #rdpq_tex_load
* @see #rdpq_tex_load_tlut
* @see #rdpq_tex_upload
* @see #rdpq_tex_upload_tlut
* @see #rdpq_tlut_t
*/
inline void rdpq_mode_tlut(rdpq_tlut_t tlut) {
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8 changes: 4 additions & 4 deletions include/rdpq_sprite.h
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ typedef struct rdpq_blitparms_s rdpq_blitparms_t;
* @brief Upload a sprite to TMEM, making it ready for drawing
*
* This function will upload a sprite to TMEM, making it ready for drawing.
* It is similar to #rdpq_tex_load which can be used for any surface, but
* It is similar to #rdpq_tex_upload which can be used for any surface, but
* it builds upon it with sprite-specific features:
*
* * If the sprite contains mipmaps, the whole mipmap chain is uploaded to TMEM
Expand All @@ -40,7 +40,7 @@ typedef struct rdpq_blitparms_s rdpq_blitparms_t;
* This function is meant for sprites that can be loaded in full into TMEM; it
* will assert if the sprite does not fit TMEM. For larger sprites, either
* use #rdpq_sprite_blit to directly draw then (handling partial uploads transparently),
* or use #rdpq_tex_load_sub to manually upload a smaller portion of the sprite.
* or use #rdpq_tex_upload_sub to manually upload a smaller portion of the sprite.
*
* To load multiple sprites in TMEM at once (for instance, for multitexturing),
* you can manually specify the @p parms->tmem_addr for the second sprite, or
Expand Down Expand Up @@ -80,8 +80,8 @@ typedef struct rdpq_blitparms_s rdpq_blitparms_t;
* @param parms Texture upload parameters to use
* @return Number of bytes used in TMEM for this sprite (excluding palette)
*
* @see #rdpq_tex_load
* @see #rdpq_tex_load_sub
* @see #rdpq_tex_upload
* @see #rdpq_tex_upload_sub
* @see #rdpq_sprite_blit
*/
int rdpq_sprite_upload(rdpq_tile_t tile, sprite_t *sprite, const rdpq_texparms_t *parms);
Expand Down

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