From ce9d6e8ad28b2d84d1a292a871c23b66a4654b54 Mon Sep 17 00:00:00 2001 From: David Thompson Date: Tue, 13 Apr 2021 11:30:50 -0400 Subject: Add new guile-sdl2 and chickadee releases. --- manuals/chickadee/Buffers.html | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'manuals/chickadee/Buffers.html') diff --git a/manuals/chickadee/Buffers.html b/manuals/chickadee/Buffers.html index e5652c3..06b156a 100644 --- a/manuals/chickadee/Buffers.html +++ b/manuals/chickadee/Buffers.html @@ -85,7 +85,7 @@ ul.no-bullet {list-style: none} Next: , Previous: , Up: Graphics   [Contents][Index]


-

2.3.13 Buffers

+

2.3.14 Buffers

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 -- cgit v1.2.3