Piping just the vertex glyph representation first to test the stencil buffer
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@@ -25,6 +25,26 @@ Creation-Date: 2020-02-03T23:30:41-08:00
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An object which accumulate frame draws. The State will then parse this list of calls and display them on the screen
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--------------------
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=== canvas ===
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I made a maybe(?) good change to the heirarchy of the canvas. Hiding the construction of handles from anything outside.
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Currently, canvas is separated out to
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* A state container: CanvasState
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* An Interface class CanvasFrame
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* `Managed` objects. Aka, everything that CanvasState holds
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CanvasText is just laying around until I use it...
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Shader pipeline objects exists in one level of managed
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Handle and Buffer objects exists in the base managed level
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== Do I commit to the all handles in handles.rs? ==
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FYI The shader API is actually pretty badass
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load_shader::<GenericShader, ColorVertex2D>("shadername", a, b);
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===== Data =====
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@@ -38,7 +58,7 @@ Creation-Date: 2020-02-03T23:30:41-08:00
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[[CanvasImage]]
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[[VKProcessor:CanvasTexture|CanvasTexture]]
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[[CanvasFont]]
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[[CompiledGraphicsPipeline]]
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[[CompiledShader]]
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--------------------
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