From 9b73a3347ef23b85037abc017acf16f49f1555ed Mon Sep 17 00:00:00 2001 From: kj16609 Date: Wed, 14 Aug 2024 20:02:15 -0400 Subject: [PATCH] Describe how rendering objects will work --- docs/highlevel.md | 12 +++++++++++- 1 file changed, 11 insertions(+), 1 deletion(-) diff --git a/docs/highlevel.md b/docs/highlevel.md index 492be4a..ddb150f 100644 --- a/docs/highlevel.md +++ b/docs/highlevel.md @@ -34,4 +34,14 @@ Anything marked with (P) means that it should be capable of being recorded (comm ## Phase 5 (Composition) - GBuffer composition (P) -- Cameras within the view of other cameras are composited (How the ***FUCK*** do I do this? *No idea*) \ No newline at end of file +- Cameras within the view of other cameras are composited (How the ***FUCK*** do I do this? *No idea*) + +## Rendering + +Each renderable object (Model) will contain a handle to the kind of pipeline it wishes to use. + +When rendering the object will be placed into a map with it's pipeline idx as the key. +This will then be used to collect all the models needing to use that pipeline, And they will be batched as calls depending on the call max size of the pipeline call (Defined by the pipeline). +Objects will be split into groups and send to threads to begin the recording process. + +