Rendering subsystem
kyle-emmerich opened this issue · comments
Kyle Emmerich commented
The rendering subsystem encompasses a lot of different things and serves as an abstraction layer between the rendering library (bgfx) and the game engine's scene management.
Since Blueshift is intended to be of extreme performance with photorealistic graphics, special considerations must be made that are as of yet undecided. However, certain things are universal and will be parameterized below:
- Load model from formats, see issue #8
- Model format -> vertex buffer
- Shader building (bgfx's shaderc)
- Basic indexed rendering
- Core Shader library
Kyle Emmerich commented
This is pretty much done. Other concerns now, like texturing.