- 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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2025-08-28 00:01:46 -04:00
parent e1eaf97961
commit 992a02db3e
35 changed files with 791 additions and 686 deletions

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@@ -1,4 +1,6 @@
<!-- I release these notes into the public domain -->
# 2D Graphics (`gfx2d`)
## Table of Contents
@@ -27,6 +29,11 @@ For the 2d rendering framework, Materials need to be rendered independently beca
no size constraints for images. This disallows us from using a meta-shader like in
the 3d rendering framework.
I may have come up with a solution for the above problem. We can define software
subsections for images that are of differing size, then fit them to the optimal
texture array size. The textures will be centered in the storage, then have padding
that fits one of the wrapping models supported by samplers
```c++
struct Object
{
@@ -61,4 +68,5 @@ struct Object
- Translucent objects will be sorted. We can cheat by using a z-index instead of a z-coordinate.
This will allow us to sort objects as they are created. We can still bulk render each z-index,
with meshes and objects being grouped by material.
with meshes and objects being grouped by material.