Piping just the vertex glyph representation first to test the stencil buffer

This commit is contained in:
2020-02-22 00:07:58 -08:00
parent bb8144bb01
commit b3e092e25a
70 changed files with 906 additions and 369 deletions

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