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@@ -16,15 +16,15 @@ The render pipeline controls what to render, when to render it and also where to | |
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The render file contains a reference to the current render script as well as custom materials that should be made available in the render script (use with [`render.enable_material()`](/ref/render/#render.enable_material)) | ||
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At the heart of the rendering pipeline is the _render script_. This is a Lua script with the functions `init()`, `update()` and `on_message()` and it is primarily used to interact with the underlying OpenGL rendering API. The render script has a special place in the lifecycle of your game. Details can be found in the [Application lifecycle documentation](/manuals/application-lifecycle). | ||
At the heart of the rendering pipeline is the _render script_. This is a Lua script with the functions `init()`, `update()` and `on_message()` and it is primarily used to interact with the underlying graphics API. The render script has a special place in the lifecycle of your game. Details can be found in the [Application lifecycle documentation](/manuals/application-lifecycle). | ||
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In the "Builtins" folder of your projects you can find the default render resource ("default.render") and the default render script ("default.render_script"). | ||
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![Builtin render](images/render/builtin.png){srcset="images/render/[email protected] 2x"} | ||
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To set up a custom renderer: | ||
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1. Copy the files "default.render" and "default.render_script" to a location in your project hierarchy. You can, of course, create a render script from scratch but it is a good idea to start with a copy of the default script, especially if you are new to Defold and/or OpenGL ES rendering. | ||
1. Copy the files "default.render" and "default.render_script" to a location in your project hierarchy. You can, of course, create a render script from scratch but it is a good idea to start with a copy of the default script, especially if you are new to Defold and/or graphics programming. | ||
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2. Edit your copy of the "default.render" file and change the *Script* property to refer to your copy of the render script. | ||
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