- Fixed some variable naming with graph and it's PrettyPrinter

- Added boost-atomic and boost-thread as dependencies for concurrency support
This commit is contained in:
2025-08-21 06:44:22 -04:00
parent fe4c49d092
commit ff27caab4f
22 changed files with 235 additions and 275 deletions

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@@ -15,16 +15,16 @@
## Introduction
  This system handles the rendering of 3D meshes, materials, lights, and post-processing
  This system handles the rendering of 3D meshes, materials, lights, and post-processing
effects.
**DirectX will never have official support.**
If you would like to make a fork, have at it, but know that I will hold a deep disdain for you.
The graphics pipeline will have a buffer with a list of objects and their rendering data.
The graphics pipeline will have a buffer with a list of objects and their rendering data.
This will be referred to as the Object Buffer. There will be two, for both the Deferred and Forward Passes.
The buffers will be optimized by scene prediction.
This involves tracking the meshes and textures directly and indirectly used by a scene.
The buffers will be optimized by scene prediction.
This involves tracking the meshes and textures directly and indirectly used by a scene.
A callback function in the graphics system for scene loading can do this.
@@ -66,8 +66,8 @@ Objects are identified with a manually provided type and ID. Object types includ
A user should never have to specify these and should be automatically generated by the respective components.
Textures for 3D rendering are stored in various buffers with sizes of powers of 2. Ratios of `1:1`
and `2:1` are allowed. The `2:1` ratio is specifically for spherical and cylindrical projection. UVs
Textures for 3D rendering are stored in various buffers with sizes of powers of 2. Ratios of `1:1`
and `2:1` are allowed. The `2:1` ratio is specifically for spherical and cylindrical projection. UVs
may be transformed to use a `2:1` as if it were `1:2`.
Cubemaps and 3D textures may only be `1:1`.