@ -32,7 +32,13 @@ I like this immediate interface for this simple style of UI and drawing.
@todo finish this
Now. The CanvasFrame is closely coupled with the Drawable trait, the object which allows CanvasFrame to ingest all drawable object on a single interface
**window_size_dependent_setup** is currently hosted inside this class. If a second graphics class is added I will add some shared library for this to live.
**render_pass **the render pass is created with our depth stencil data **D32Sfloat_S8Uint** and the color attachment for the render output. This is highly 2D dependent
**render_pass **the render pass is created with our depth stencil/color data **D32Sfloat_S8Uint **attachment for the render output. This is highly shader dependent. Also depends on the DynamicState
Currently I'm getting my bearings again on this project.
=== canvas ===
I made a maybe(?) good change to the heirarchy of the canvas. Hiding the construction of handles from anything outside.
Currently, canvas is separated out to the state container itself and one API class for users to interact with, in addition to a set of 'managed' objects
Buffers and Handles are at one level, shared with text which is unrelated.
Why do I hold the shader handles (CompiledShaderHandle)
In Shader lie the shader compilers, pipelines, and supporting data.
**Current Question:**
Where do I put the CompiledShaderHandles?
I need to put them where I create them. The actual shader doesn't.