eng doc
This commit is contained in:
+1
-1
@@ -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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user