15 Commits

Author SHA1 Message Date
8a99a331c0 将WorkObject增加bool Init()=0纯虚函数用于负责初始化。
这一分支结束,下一分支基于03_auto_instance范例开发WorldManager用于全局World管理,直接由World提供RenderList/SceneRoot等。
2025-05-22 01:11:30 +08:00
66bb363035 部分范例迁移到新WorkObject/CreateMaterialInstance结构 2025-05-18 23:42:39 +08:00
e778f64f00 renamed to CreateMesh from CreateRenderable 2025-05-18 02:19:14 +08:00
014fce2c8e renamed Renderable to Mesh 2025-05-18 02:03:16 +08:00
0e789b6f47 各种类名结构名优化,不再使用GPU开头 2025-05-17 20:26:36 +08:00
2b251f06d4 Prim改名为PrimitiveType,ParsePrimName改名为ParsePrimitiveType 2025-05-04 23:36:28 +08:00
7ec1c095cc [WIP] preparing UBO/SSBO<> 2025-02-01 16:32:08 +08:00
3807d9fcbf Fixed draw_triangle_in_NDC.cpp,can run. 2025-02-01 15:40:35 +08:00
4614562929 optimized SceneNode class. 2024-10-06 02:30:59 +08:00
611a9fe61d fixed draw_triangle_in_NDC sample and other about codes. 2024-05-31 22:04:02 +08:00
3bbbe18c40 use VAB instead of VBO 2024-04-24 01:44:01 +08:00
5ba3c1790d
removed standalone ".glsl" files ,merge to c++ codes. 2024-03-06 23:24:57 +08:00
2f560a28a7 fixed all examples that can RUN OK! 2023-10-12 10:39:43 +08:00
4ef37a430e move Material2DCreateConfig/Material3DCreateConfig 2023-10-07 20:59:44 +08:00
253d113375 adjusted path of examples. 2023-09-27 11:36:39 +08:00