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Improves 21.0 docs
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JujuAdams committed Nov 7, 2023
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8 changes: 4 additions & 4 deletions docs/21.0/BulbDirectionalLight.md
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Expand Up @@ -6,10 +6,10 @@

**Constructor returns:** `BulbDirectionalLight` struct

|Argument |Datatype |Purpose |
|----------|------------|------------------------------------------------------------------------------|
|`renderer`|renderer |Renderer to add this occluder to |
|`angle` |number |Direction of the light |
|Argument |Datatype |Purpose |
|----------|------------|-----------------------------|
|`renderer`|renderer |Renderer to add this light to|
|`angle` |number |Direction of the light |

When created, a `BulbDirectionalLight` will be added to the given renderer. A light can be added (and removed) from multiple renderers as you see fit.

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22 changes: 8 additions & 14 deletions docs/21.0/BulbDynamicOccluder.md
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Expand Up @@ -33,7 +33,7 @@ The created struct has the following public member variables:

 

## .AddEdge()
## .AddEdge

`.AddEdge(x1, y1, x2, y2)`

Expand All @@ -50,7 +50,7 @@ Adds an occlusion edge (a shadow-casting line) to the occluder. Edges should be

 

## .SetSprite()
## .SetSprite

`.SetSprite(sprite, image)`

Expand All @@ -65,7 +65,7 @@ Adds an occlusion edge (a shadow-casting line) to the occluder. Edges should be

 

## .AddSprite()
## .AddSprite

`.AddSprite(sprite, image)`

Expand All @@ -80,7 +80,7 @@ Adds an occlusion edge (a shadow-casting line) to the occluder. Edges should be

 

## .ClearEdges()
## .ClearEdges

`.ClearEdges()`

Expand All @@ -94,7 +94,7 @@ Removes all edges from the occluder and prepares it for redefinition.

 

## .AddToRenderer()
## .AddToRenderer

`.AddToRenderer(renderer)`

Expand All @@ -104,11 +104,9 @@ Removes all edges from the occluder and prepares it for redefinition.
|----------|--------|--------------------------------|
|`renderer`|renderer|Renderer to add this occluder to|

**Please note** that adding a static occluder will not affect a renderer's output until `.RefreshStaticOccluders()` is called for that renderer.

 

## .RemoveFromRenderer()
## .RemoveFromRenderer

`.RemoveFromRenderer(renderer)`

Expand All @@ -120,18 +118,14 @@ Removes all edges from the occluder and prepares it for redefinition.

Manually removing an occluder from a renderer is a relatively slow process and should be avoided where possible.

**Please note** that removing a static occluder will not affect a renderer's output until `.RefreshStaticOccluders()` is called for that renderer.

 

## .Destroy()
## .Destroy

`.Destroy()`

**Returns:** N/A (`undefined`)

|Argument|Datatype|Purpose|
|--------|--------|-------|
|None | | |

Destroys the occluder. The occluder will be removed from a renderer the next time you call `.RefreshStaticOccluders()` for that renderer.
|None | | |
6 changes: 3 additions & 3 deletions docs/21.0/BulbLightOverlay.md
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Expand Up @@ -39,7 +39,7 @@ The created struct has the following public member variables:

 

## .AddToRenderer()
## .AddToRenderer

`.AddToRenderer(renderer)`

Expand All @@ -51,7 +51,7 @@ The created struct has the following public member variables:

 

## .RemoveFromRenderer()
## .RemoveFromRenderer

`.RemoveFromRenderer(renderer)`

Expand All @@ -63,7 +63,7 @@ The created struct has the following public member variables:

 

## .Destroy()
## .Destroy

`.Destroy()`

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14 changes: 7 additions & 7 deletions docs/21.0/BulbRenderer.md
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Expand Up @@ -44,7 +44,7 @@ The created struct has the following public member variables:

 

## .Update()
## .Update

`.Update(viewLeft, viewTop, viewWidth, viewHeight)`

Expand All @@ -61,7 +61,7 @@ Updates the internal lighting/shadow surface for the renderer struct.

 

## .UpdateFromCamera()
## .UpdateFromCamera

`.UpdateFromCamera(camera)`

Expand All @@ -75,7 +75,7 @@ Updates the internal lighting/shadow surface for the renderer struct using the p

 

## .Draw()
## .Draw

`.Draw(x, y, [width], [height], [alpha])`

Expand All @@ -93,7 +93,7 @@ Draws the lighting/shadow surface at the given coordinates, and stretched if des

 

## .DrawOnCamera()
## .DrawOnCamera

`.DrawOnCamera(camera, [alpha])`

Expand All @@ -108,7 +108,7 @@ Draws the lighting/shadow surface on the given camera. Intended to be used along

 

## .GetSurface()
## .GetSurface

`.GetSurface()`

Expand All @@ -122,7 +122,7 @@ This function may return `undefined` if no surface exists for the renderer.

 

## .RefreshStaticOccluders()
## .RefreshStaticOccluders

`.RefreshStaticOccluders()`

Expand All @@ -136,7 +136,7 @@ Refreshes this renderer's static occluders, causing the renderer's output to ref

 

## .Free()
## .Free

`.Free()`

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6 changes: 3 additions & 3 deletions docs/21.0/BulbShadowOverlay.md
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Expand Up @@ -38,7 +38,7 @@ The created struct has the following public member variables:

 

## .AddToRenderer()
## .AddToRenderer

`.AddToRenderer(renderer)`

Expand All @@ -50,7 +50,7 @@ The created struct has the following public member variables:

 

## .RemoveFromRenderer()
## .RemoveFromRenderer

`.RemoveFromRenderer(renderer)`

Expand All @@ -62,7 +62,7 @@ The created struct has the following public member variables:

 

## .Destroy()
## .Destroy

`.Destroy()`

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24 changes: 12 additions & 12 deletions docs/21.0/BulbStaticOccluder.md
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Expand Up @@ -37,7 +37,7 @@ The created struct has the following public member variables:

 

## .AddEdge()
## .AddEdge

`.AddEdge(x1, y1, x2, y2)`

Expand All @@ -54,7 +54,7 @@ Adds an occlusion edge (a shadow-casting line) to the occluder. Edges should be

 

## .SetSprite()
## .SetSprite

`.SetSprite(sprite, image)`

Expand All @@ -69,7 +69,7 @@ Adds an occlusion edge (a shadow-casting line) to the occluder. Edges should be

 

## .SetTilemap()
## .SetTilemap

`.SetTilemap(tilemap)`

Expand All @@ -83,7 +83,7 @@ Adds an occlusion edge (a shadow-casting line) to the occluder. Edges should be

 

## .AddSprite()
## .AddSprite

`.AddSprite(sprite, image)`

Expand All @@ -98,7 +98,7 @@ Adds an occlusion edge (a shadow-casting line) to the occluder. Edges should be

 

## .AddTilemap()
## .AddTilemap

`.AddTilemap(tilemap)`

Expand All @@ -112,7 +112,7 @@ Adds an occlusion edge (a shadow-casting line) to the occluder. Edges should be

 

## .ClearEdges()
## .ClearEdges

`.ClearEdges()`

Expand All @@ -126,7 +126,7 @@ Removes all edges from the occluder and prepares it for redefinition.

 

## .AddToRenderer()
## .AddToRenderer

`.AddToRenderer(renderer)`

Expand All @@ -136,11 +136,11 @@ Removes all edges from the occluder and prepares it for redefinition.
|----------|--------|--------------------------------|
|`renderer`|renderer|Renderer to add this occluder to|

**Please note** that adding a static occluder will not affect a renderer's output until `.RefreshStaticOccluders()` is called for that renderer.
?> Adding a static occluder will not affect a renderer's output until `.RefreshStaticOccluders()` is called for that renderer.

 

## .RemoveFromRenderer()
## .RemoveFromRenderer

`.RemoveFromRenderer(renderer)`

Expand All @@ -152,11 +152,11 @@ Removes all edges from the occluder and prepares it for redefinition.

Manually removing an occluder from a renderer is a relatively slow process and should be avoided where possible.

**Please note** that removing a static occluder will not affect a renderer's output until `.RefreshStaticOccluders()` is called for that renderer.
?> Removing a static occluder will not affect a renderer's output until `.RefreshStaticOccluders()` is called for that renderer.

 

## .Destroy()
## .Destroy

`.Destroy()`

Expand All @@ -166,4 +166,4 @@ Manually removing an occluder from a renderer is a relatively slow process and s
|--------|--------|-------|
|None | | |

Destroys the occluder. The occluder will be removed from a renderer the next time you call `.RefreshStaticOccluders()` for that renderer.
?> Destroying a static occluder will not affect a renderer's output until `.RefreshStaticOccluders()` is called for that renderer.
2 changes: 1 addition & 1 deletion docs/21.0/Quick-Start.md
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Expand Up @@ -93,7 +93,7 @@ In a new object called `objLight` we create a Room Start event (which is guarant
```GML
///Room Start Event for objLight

light = new BulbLight(objLightController.renderer, sprLight, 0, x, y);
light = new BulbPointLight(objLightController.renderer, sprLight, 0, x, y);
```

 
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