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uvre's Issues

GL: VBO bindings are clamped at 1

Description

A short and clear description of the issue.

Steps to reproduce

Allocate more than two vertex buffers.

System information

Not related to a system.

Additional information

изображение

Document the API

Because I forget things more often than I learn them, I'd need to have this API pretty well-documented.

  • Add general guidelines about common HOWTOs using UVRE.
  • Add descriptions for each enumeration.
  • Add descriptions for each bit flag type.
  • Document ICommandList
  • Document IRenderDevice
  • Add more usage examples
  • Automate Doxygen generation using Actions.

Complete the API abstraction

Even though already possibly capable of a large quantity of things, some stuff is still not present. I'd implement this slowly and would do that faster only if I or someone else would need that.

  • Stencil testing (only a bunch of pipeline fields need to be added).
  • Multi-sampling (uvre::texture_type::TEXTURE_MS).
  • Thorn HLSL subset (the one with SV_Target and sampler2D) through libshaderc.
  • A system to track down various errors
  • A threaded command list so I can sleep in peace

P.S. the list will be completed one time

OpenGL 3.3 core support

Description

There was a bunch of private discussions about older OpenGL support for UVRE and finally I've decided that adding it is worth it.
There will be some changes in the API in general to address a new OpenGL-family API implementation.

Additional information

New things that will possibly be added to UVRE API are:

  1. API capabilities (3.3 core doesn't support SSBO and newer GLSL - we would need to account this as well)
  2. A kind of an error checking system. UVRE's RenderDevice already has a message callback but it's not enough to handle errors.
  3. Source code directory names change. src_gl will go to gl_46 along with gl_33.

As a huge OpenGL 4.x nerd I will have some troubles adding OpenGL 3.3 support but it shouldn't be too hard because I would have some assistance.

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