Rendering system
OpenGL-based rendering pipeline: batched triangles and quads, SSBO-backed instanced rendering, model transforms, clips, depth management, FXAA, render capture, glTF async loading, and SDF font atlas generation.
Key files
src/shader.h,src/texture.h,src/vector_buffer.h— C++ GPU primitivesassets/lua/renderers.fnl,assets/lua/next-app/renderers.fnl— widget and next-gen renderersassets/lua/triangle-renderer.fnl,assets/lua/quad-renderer.fnl,assets/lua/text-renderer.fnl
Dependencies
- Depends on: Core Platform
- Depended on by: Layout Widget Engine
Dev notes
- Render Architecture — batching, clips, and model transforms
- Transform Pass — transform pass pipeline
- Depth Precision Long Distance — depth buffer precision
- Gltf Async Embedded Texture Decode — async glTF loading
- Render Capture — frame capture via glReadPixels
- Xdg Icon Browser And Svg Support — icon theming and SVG
