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