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# User documentation — WSG
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**Usage** documentation for the `wsg-lib` crate: how to build a 3D rendering application
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without touching wgpu directly. It targets a developer with basic Rust knowledge; no prior
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GPU graphics background is required.
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> **Not to be confused**: these pages explain *how to use* the API. The **technical**
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> documentation (internal architecture, design decisions, future targets) lives in
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> [../tech/](../tech/ARCHI_APP.md), and the exhaustive API reference is generated by rustdoc
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> (`cargo doc -p wsg-lib --no-deps`).
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## Where to start
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1. [Quickstart](quickstart.md) — your first window and your first object, in ~30 lines.
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2. Then, at your own pace, depending on what you need:
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| Page | Topic |
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|-------|-------|
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| [Meshes](meshes.md) | Geometries: procedural primitives, custom `Geometry`, entities and `Transform` |
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| [Materials & textures](materials.md) | Appearance: the `standard` shader, unlit mode, diffuse textures |
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| [Lights](lights.md) | Directional, point, spot, ambient, `MAX_LIGHTS` |
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| [Shadows](shadows.md) | Shadow mapping: picking the casting light, the packed-index pitfall |
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| [Camera & input](camera-input.md) | Active camera, orbital controller, unified keyboard/mouse state |
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| [Examples](examples.md) | The 7 repo examples, the advanced `manual` workflow, adding your own example |
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The pages are cross-linked: each page ends with a link to the next one.
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## Links
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- Technical documentation (architecture): [ARCHI_APP](../tech/ARCHI_APP.md) · [ARCHI_RENDU](../tech/ARCHI_RENDU.md) · [ARCHI_CPU_GPU](../tech/ARCHI_CPU_GPU.md) · [ARCHI_ARENES](../tech/ARCHI_ARENES.md) · [FRAME_LOOP](../tech/FRAME_LOOP.md)
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- [Root README](../../README.md) · [ROADMAP](../ROADMAP.md) · [DRAFT](../DRAFT.md)
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- Full API reference: `cargo doc -p wsg-lib --no-deps`
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