diff --git a/docs/src/explanations/render_pipeline.md b/docs/src/explanations/render_pipeline.md index c6b9b8d2b96..803ef78025f 100644 --- a/docs/src/explanations/render_pipeline.md +++ b/docs/src/explanations/render_pipeline.md @@ -132,7 +132,7 @@ You may also want to look at "GLMakie/src/postprocessing.jl" and "GLMakie/assets As an example we will create a stage that applies a Sepia effect to our figure. Lets begin by setting up a pipeline that includes the stage. -```@example RenderPipeline backend=GLMakie +```@example RenderPipeline # Create an empty Pipeline pipeline = Makie.RenderPipeline() @@ -173,7 +173,7 @@ Each stage will get a framebuffer based on the connected outputs of the pipeline The names match the names of the pipeline stage with a `_buffer` postfix. What we now need to do is define a constructor for a `<: GLMakie.AbstractRenderStep` object which represents the stage in the `GLRenderPipeline`, and a `run_step()` method that executes the stage. -```@example RenderPipeline backend=GLMakie +```@example RenderPipeline using GLMakie function GLMakie.construct(::Val{:Tint}, screen, framebuffer, inputs, parent)