From ce9d6e8ad28b2d84d1a292a871c23b66a4654b54 Mon Sep 17 00:00:00 2001
From: David Thompson
Alright, let’s brush aside all of those pretty high level abstractions and discuss what is going on under the hood. The GPU exists as a @@ -183,7 +183,7 @@ for each attribute.
With the vertex array created, the GPU is now fully aware of how to
interpret the data that it has been given in the original buffer.
Actually rendering this square is left as an exercise to the reader.
-See the Shaders section and the gpu-apply
procedure in
+See the Shaders section and the shader-apply
procedure in
Rendering Engine for the remaining pieces of a successful draw
call. Additionally, consider reading the source code for sprites,
shapes, or particles to see GPU buffers in action.
@@ -341,7 +341,7 @@ single number
divisor is only needed for instanced rendering applications (see
-gpu-apply/instanced
in Rendering Engine) and represents
+shader-apply/instanced
in Rendering Engine) and represents
how many instances each vertex element applies to. A divisor of 0
means that a single element is used for every instance and is used for
the data being instanced. A divisor of 1 means that each element is
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