- Changed directory structure significantly, moving gfx api implementations to fennec/renderers
- Began new overarching window interface - Began outlining renderer interfaces - Began a binary tree implementation in bintree.h, this will act as a generalized binary tree, then red-black tree will be implemented on top of it for sequences (ordered sets)
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@@ -1,4 +1,6 @@
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<!-- I release these notes into the public domain -->
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# 2D Graphics (`gfx2d`)
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## Table of Contents
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@@ -27,6 +29,11 @@ For the 2d rendering framework, Materials need to be rendered independently beca
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no size constraints for images. This disallows us from using a meta-shader like in
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the 3d rendering framework.
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I may have come up with a solution for the above problem. We can define software
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subsections for images that are of differing size, then fit them to the optimal
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texture array size. The textures will be centered in the storage, then have padding
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that fits one of the wrapping models supported by samplers
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```c++
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struct Object
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{
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@@ -61,4 +68,5 @@ struct Object
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- Translucent objects will be sorted. We can cheat by using a z-index instead of a z-coordinate.
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This will allow us to sort objects as they are created. We can still bulk render each z-index,
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with meshes and objects being grouped by material.
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with meshes and objects being grouped by material.
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