Initial gpu and vulkan tech doc. #2
@ -295,7 +295,7 @@ the vertex and fragment stage and link the stages into a program that can be use
|
||||
the GPU. It also generates a GPUShaderInterface that handles lookup to input parameters
|
||||
(attributes, uniforms, uniform buffers, textures and shader storage buffer objects).
|
||||
|
||||
### Geometry
|
||||
## Geometry
|
||||
|
||||
Geometry is defined by a `GPUPrimType`, one index buffer (IBO) and one or more vertex
|
||||
buffers (VBOs). The GPUPrimType defines how the index buffer should be interpreted.
|
||||
@ -343,7 +343,7 @@ for (int i = 0; i < 12; i ++) {
|
||||
}
|
||||
```
|
||||
|
||||
### Batch
|
||||
## Batch
|
||||
|
||||
Use GPUBatches to draw geometry. A GPUBatch combines the geometry with a shader
|
||||
and its parameters and has functions to perform a draw call. To perform a draw
|
||||
@ -359,7 +359,7 @@ This will draw on the geometry on the active frame buffer using the shader and t
|
||||
|
||||
> NOTE: GPUTextures can be used as render target or as input of a shader, but not inside the same drawing call.
|
||||
|
||||
### Immediate mode and built in shaders
|
||||
## Immediate mode and built in shaders
|
||||
|
||||
To ease development for drawing panels/UI buttons the GPU module provides an
|
||||
immediate mode. This is a wrapper on top of what is explained above, but in a
|
||||
|
Loading…
Reference in New Issue
Block a user