# Renderer 🚧
Details on the rendering pipeline, how OpenGL is used, and performance metrics. use lots of pictures here, it's the main visual element.
# Pipeline
# Overview
Figure 2: Running the application results in the scene above . A bunch of rotating cubes, with lights travelling around the world.
Figure 3: The general rendering pipeline. Draw Entities
is where the difference between forward and deferred is managed.
- diagram of the rendering pipeline
- diagram of data structures of
renderer
andSandboxLayer
# Forward
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# Deferred
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# OpenGL
abstracting OpenGL and error handling, gl_call
.
# MVP Transforms
# Transform
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# Camera
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# Shaders
# Shader Builder
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# Forward
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# Deferred
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# Vertex Arrays
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# Meshes
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# Textures
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