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| author | 3gg <3gg@shellblade.net> | 2025-10-24 15:40:40 -0700 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2025-10-24 15:40:40 -0700 |
| commit | 175c72557b21f356e295a6f8a4acd91b7e744bef (patch) | |
| tree | 3d2a77481bc112e58a7618ef3b8de20a9e415811 /README.md | |
| parent | c2cbe2ef1cb0237efd14fbe87469ee991ad3daa1 (diff) | |
Consolidate LLR into a single file.
Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 14 |
1 files changed, 12 insertions, 2 deletions
| @@ -23,7 +23,7 @@ The `Gfx` object represents the graphics subsystem and is at the center of the | |||
| 23 | library's high-level API. The `Gfx` object exposes a render backend (`GfxCore`) | 23 | library's high-level API. The `Gfx` object exposes a render backend (`GfxCore`) |
| 24 | and a `Renderer`, and allows the caller to create `Scene`s. | 24 | and a `Renderer`, and allows the caller to create `Scene`s. |
| 25 | 25 | ||
| 26 | ### Render Backend | 26 | ### Render Backend ("Core") |
| 27 | 27 | ||
| 28 | The render backend (`GfxCore`) is a thin abstraction layer over low-level | 28 | The render backend (`GfxCore`) is a thin abstraction layer over low-level |
| 29 | graphics APIs like OpenGL or Vulkan. It holds GPU resources such as geometry, | 29 | graphics APIs like OpenGL or Vulkan. It holds GPU resources such as geometry, |
| @@ -43,7 +43,17 @@ manage resource lifetime. | |||
| 43 | 43 | ||
| 44 | ### Low-level Renderer | 44 | ### Low-level Renderer |
| 45 | 45 | ||
| 46 | `ImmRenderer` is a low-level, immediate mode renderer. | 46 | The low-level renderer (`LLR`) provides a low-level, immediate-mode interface |
| 47 | on top of the render backend. It understands higher-level concepts to make | ||
| 48 | rendering more convenient (object, mesh, material, light, camera, etc), but is | ||
| 49 | still relatively low-level and does not understand any particular scene data | ||
| 50 | structure. | ||
| 51 | |||
| 52 | ### Immediate-mode Renderer | ||
| 53 | |||
| 54 | The immediate-mode renderer (`Imm`) provides an API to define and render | ||
| 55 | geometry procedurally and on the spot. It should be reserved for debug or | ||
| 56 | not-performance-intensive rendering. | ||
| 47 | 57 | ||
| 48 | ### Scene | 58 | ### Scene |
| 49 | 59 | ||
