StarArawn / harmony

A modern 3D/2D game engine that uses wgpu.

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RenderGraph: Support custom node's and changing nodes at runtime?

StarArawn opened this issue · comments

commented

Currently a user can't add new nodes to the render graph. We'll probably tackle this when adding node dependencies. We also need to decide on if we want to support changing nodes during runtime. Initially I can't think of a valid reason for doing so, but perhaps having different nodes per scene might make sense?

commented

This is partial fixed as custom nodes are supported. Please see:
https://github.com/StarArawn/harmony/blob/master/examples/hello-pipeline.rs

I'm going to leave this open as runtime changing hasn't been addressed yet.

commented

Not going to allow changing nodes. There should be no need to change nodes after load.