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"Immediate Mode" render api #20
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Fixed by 3d07fbd |
superdump
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Jul 8, 2021
* Fix writing less than the full capacity to the staging buffer * Add missing TrackedRenderPass::draw command
cart
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Jul 24, 2021
* Fix writing less than the full capacity to the staging buffer * Add missing TrackedRenderPass::draw command
cart
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Jul 24, 2021
* Fix writing less than the full capacity to the staging buffer * Add missing TrackedRenderPass::draw command
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Certain types of rendering are made much easier by an immediate mode api (canvases, text, etc).
I also think there is potential here to make the "immediate mode" api the foundation for the following:
Renderable
abstractionI like the idea of having a core set of "batchable" draw calls and building
Drawable
abstractions on top. A breadth of engines use this approach and it works quite well.Draw calls would be scoped to entities in some
ImmediateMode
orDrawCall
component. Then during render graph execution a draw call list would be generated based on some draw order algorithm (ex: z-sort). State changes could then be reduced as much as possible according to the draw call ordering.This would probably remove the need for the existing
DrawTarget
abstraction. Instead, the current graph nodes would be fully responsible for producing an ordered list of draw calls from the input World.The text was updated successfully, but these errors were encountered: