You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: Documentation/index.md
+4-5Lines changed: 4 additions & 5 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -11,8 +11,7 @@ Object oriented graphics framework for SDL3 and C.
11
11
## Features
12
12
13
13
-**Cross-platform** support for Android, iOS, macOS, Linux and Windows
14
-
-**RenderDevice** owns the swapchain — drive frames with a simple `beginFrame` / `endFrame` loop and an unambiguous order of operations
15
-
-**Resource objects** with automatic lifecycle — Buffer, Texture, Sampler, Shader, GraphicsPipeline and ComputePipeline initialize and tear themselves down
14
+
-**Resource objects** with automatic lifecycle — Buffer, Texture, Sampler, Shader, GraphicsPipeline ComputePipeline and RenderDevice initialize and tear themselves down
16
15
-**Typed passes**: RenderPass, ComputePass and CopyPass with command-lifecycle validation that catches mistakes upfront
17
16
-**Framebuffer** abstracts multiple render targets, depth, and MSAA with automatic resolve — convenience without forfeiting the low-level API
18
17
-**Shaders** loaded by name, with the formats supported by your platform
@@ -26,14 +25,14 @@ Uploading an image to the GPU is a single call — the staging buffer and copy p
Copy file name to clipboardExpand all lines: README.md
+4-5Lines changed: 4 additions & 5 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -13,8 +13,7 @@ Built on [Objectively](https://github.com/jdolan/Objectively) and [SDL_gpu](http
13
13
14
14
## Features
15
15
***Cross-platform** support for Android, iOS, macOS, Linux and Windows
16
-
***RenderDevice** owns the swapchain — drive frames with a simple `beginFrame` / `endFrame` loop and an unambiguous order of operations
17
-
***Resource objects** with automatic lifecycle — Buffer, Texture, Sampler, Shader, GraphicsPipeline and ComputePipeline initialize and tear themselves down
16
+
***Resource objects** with automatic lifecycle — Buffer, Texture, Sampler, Shader, GraphicsPipeline, ComputePipeline and RenderDevice initialize and tear themselves down
18
17
***Typed passes**: RenderPass, ComputePass and CopyPass with command-lifecycle validation that catches mistakes upfront
19
18
***Framebuffer** abstracts multiple render targets, depth, and MSAA with automatic resolve — convenience without forfeiting the low-level API
20
19
***Shaders** loaded by name, with the formats supported by your platform
@@ -28,14 +27,14 @@ Uploading an image to the GPU is a single call — the staging buffer and copy p
0 commit comments