List tools in alphabetical order in the documentation; fixed outdated information.
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@ -148,7 +148,7 @@ Urho3D <scriptfilename> [options]
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The scripting language supported by default is AngelScript (http://www.angelcode.com/angelscript); the script files have .as extension and need to be placed under either the Bin/Data or Bin/CoreData subdirectories so that Urho3D can find them. An application script is required to have the function void Start(), which will be executed before starting the engine main loop. It is this function's responsibility to initialize the application and to hook up to any necessary \ref Events "events", such as the update that happens every frame.
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Lua language support can be alternatively be built in, see \ref Build_Options "Build options".
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Lua language support can optionally be built in, see \ref Build_Options "Build options".
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On Android and iOS the command line can not be entered, so it is instead read from the file Bin/Data/CommandLine.txt. By default the NinjaSnowWar example will be run.
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@ -1564,6 +1564,16 @@ The material list is a text file, one material per line, saved alongside the Urh
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In model or scene mode, the AssetImporter utility will also automatically save non-skeletal node animations into the output file directory.
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\section Tools_DocConverter DocConverter
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Automatically converts the Urho3D Doxygen pages to Google Code wiki format.
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Usage:
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\verbatim
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DocConverter <dox input path> <wiki output path> <mainpage name>
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\endverbatim
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\section Tools_OgreImporter OgreImporter
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Loads OGRE .mesh.xml and .skeleton.xml files and saves them as Urho3D .mdl (model) and .ani (animation) files. For other 3D formats and whole scene importing, see AssetImporter instead. However that tool does not handle the OGRE formats as completely as this.
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@ -1613,7 +1623,21 @@ RampGenerator <output file> <width> <power> [dimensions]
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The output is saved in PNG format. The power parameter is fed into the pow() function to determine ramp shape; higher value gives more brightness and more abrupt fade at the edge.
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The texconv tool from the DirectX SDK needs to be available through the system PATH.
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\section Tools_ScriptCompiler ScriptCompiler
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Compiles AngelScript file(s) to binary bytecode for faster loading. Can also dump the %Script API in Doxygen format.
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Usage:
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\verbatim
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ScriptCompiler <input file> [resource path for includes]
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ScriptCompiler -dumpapi [output file]
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\endverbatim
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The output files are saved with the extension .asc (compiled AngelScript.) Binary files are not automatically loaded instead of the text format (.as) script files, instead resource requests and resource references in objects need to point to the compiled files. In a final build of an application it may be convenient to simply replace the text format script files with the compiled scripts.
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The script API dump mode can be used to replace the 'ScriptAPI.dox' file in the 'Docs' directory. If the output file name is not provided then the script API would be dumped to standard output (console) instead.
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\section Tools_ShaderCompiler ShaderCompiler
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@ -1641,33 +1665,6 @@ The D3DX library from the DirectX runtime or SDK needs to be installed. Note tha
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Note that GLSL shaders in the Bin/CoreData/Shaders/GLSL directory also use similar XML definition files, but no precompiling tool exists for them; they are always compiled during runtime.
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\section Tools_ScriptCompiler ScriptCompiler
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Compiles AngelScript file(s) to binary bytecode for faster loading. Can also dump the %Script API in Doxygen format.
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Usage:
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\verbatim
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ScriptCompiler <input file> [resource path for includes]
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ScriptCompiler -dumpapi [output file]
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\endverbatim
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The output files are saved with the extension .asc (compiled AngelScript.) Binary files are not automatically loaded instead of the text format (.as) script files, instead resource requests and resource references in objects need to point to the compiled files. In a final build of an application it may be convenient to simply replace the text format script files with the compiled scripts.
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The script API dump mode can be used to replace the 'ScriptAPI.dox' file in the 'Docs' directory. If the output file name is not provided then the script API would be dumped to standard output (console) instead.
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\section Tools_DocConverter DocConverter
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Automatically converts the Urho3D Doxygen pages to Google Code wiki format.
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Usage:
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\verbatim
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DocConverter <dox input path> <wiki output path> <mainpage name>
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\endverbatim
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\page Unicode Unicode support
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The String class supports UTF-8 encoding. However, by default strings are treated as a sequence of bytes without regard to the encoding. There is a separate
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