Replace WgpuAdapterInfo
with RenderAdapterInfo
in the documentation. (#7036)
# Objective Fixes #6598 In addition, macOS can also support GL backends through ANGLE.
This commit is contained in:
parent
4ca19ac4d3
commit
741a91ed46
@ -138,7 +138,7 @@ pub mod render {
|
||||
//! Cameras, meshes, textures, shaders, and pipelines.
|
||||
//! Use [`RenderDevice::features`](crate::render::renderer::RenderDevice::features),
|
||||
//! [`RenderDevice::limits`](crate::render::renderer::RenderDevice::limits), and the
|
||||
//! [`WgpuAdapterInfo`](crate::render::render_resource::WgpuAdapterInfo) resource to
|
||||
//! [`RenderAdapterInfo`](crate::render::renderer::RenderAdapterInfo) resource to
|
||||
//! get runtime information about the actual adapter, backend, features, and limits.
|
||||
pub use bevy_render::*;
|
||||
}
|
||||
|
@ -14,12 +14,12 @@ pub enum WgpuSettingsPriority {
|
||||
}
|
||||
|
||||
/// Provides configuration for renderer initialization. Use [`RenderDevice::features`](crate::renderer::RenderDevice::features),
|
||||
/// [`RenderDevice::limits`](crate::renderer::RenderDevice::limits), and the [`WgpuAdapterInfo`](crate::render_resource::WgpuAdapterInfo)
|
||||
/// [`RenderDevice::limits`](crate::renderer::RenderDevice::limits), and the [`RenderAdapterInfo`](crate::renderer::RenderAdapterInfo)
|
||||
/// resource to get runtime information about the actual adapter, backend, features, and limits.
|
||||
/// NOTE: [`Backends::DX12`](Backends::DX12), [`Backends::METAL`](Backends::METAL), and
|
||||
/// [`Backends::VULKAN`](Backends::VULKAN) are enabled by default for non-web and the best choice
|
||||
/// is automatically selected. Web using the `webgl` feature uses [`Backends::GL`](Backends::GL).
|
||||
/// NOTE: If you want to use [`Backends::GL`](Backends::GL) in a native app on Windows, you must
|
||||
/// NOTE: If you want to use [`Backends::GL`](Backends::GL) in a native app on `Windows` and/or `macOS`, you must
|
||||
/// use [`ANGLE`](https://github.com/gfx-rs/wgpu#angle). This is because wgpu requires EGL to
|
||||
/// create a GL context without a window and only ANGLE supports that.
|
||||
#[derive(Clone)]
|
||||
|
Loading…
Reference in New Issue
Block a user