Comments (2)
I revised and removed those documents, they were badly written drafts for internal communication, providing no value. The purpose of those documents was to explain higher-level concepts about the rendering pipeline, useful for new developers. I will look into uploading our existing documents, which are not perfect descriptions of the current situation but give more insight about the pipeline. I will try to create proper documents, if time allows.
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@petiaccja sure thing. Besides, you have the "How to build" section, it's good enough at least for someone who would like to get started.
I'd recommend you have a look at issue #22 and get the project building on a Continuous Integration solution like Appveyor; That way you'd also be able to pick up issues on building the project outside of your own machines.
I also recommend placing some screenshots in the README, under a section for screenshots and maybe youtube video links. Chances of attracting someones attention by displaying images of something actually working are probably higher that just text explaining about the Inline Engine.
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Related Issues (20)
- Track root signatures and PSOs along with resources
- Volatile and non-volatile pipeline resources
- Make forward render parameters optional HOT 1
- Color<T> arithmetic operators return references HOT 1
- Not compiling HOT 1
- DepthReduction
- DepthReductionFinal
- Pipeline refactor HOT 2
- DepthReductionFinal crashes HOT 1
- Add port names to nodes HOT 1
- Make sure nodes work without a directional light in scene
- Dangerous use of statics
- Logo Proposal HOT 2
- Infinite loop/race condition in coro Fence HOT 1
- API and design improvements for gxeng node system
- Make gxeng Scheduler pull-based HOT 1
- Graph Systems for GameLogic
- Hooks/Phases/Stepsfor Simulation HOT 1
- Clean up entity resources HOT 1
- Clean up entity transform HOT 1
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