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Jérôme Bousquié
2026-09-25 20:06:10 +02:00
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@@ -35,7 +35,7 @@ Note: `standard_shader.wgsl` (Phong + PBR, with an explicit **unlit** mode) is t
A Compute Pass derives each entity's world matrix and fills per-entity indirect draw arguments (with opt-in frustum culling), then the main and shadow render passes issue one indirect draw per active slot.
Spec: [docs/tech/ARCHI_CPU_GPU.md](docs/tech/ARCHI_CPU_GPU.md) · User guide: [docs/user/gpu-driven.md](docs/user/gpu-driven.md)
Spec: [docs/tech/ARCHI_CPU_GPU.md](docs/tech/ARCHI_CPU_GPU.md) · User guide: [docs/user/cameras/gpu-driven.md](docs/user/cameras/gpu-driven.md)
### Module layout