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Add a page documenting Godot's internal rendering architecture #6133
Add a page documenting Godot's internal rendering architecture #6133
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Absolutely amazing work on this! Thank you for creating this
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We should also include the image from godotengine/godot#44094 somewhere in the document and explain its meaning in more detail. IMO the structure of the RenderingServer is something a lot of new contributors have trouble with
ask in the ``#rendering`` channel of the | ||
`Godot Contributors Chat <https://chat.godotengine.org/channel/rendering>`__. | ||
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Rendering drivers |
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Before we release 4.0 we are going to reorganize the renderer selection and place more emphasis on selecting the rendering method and less emphasis on the driver (see here. I think the organization of the document should emphasis that organization. I.e. it should start with the renderer, clustered forward then explain that there are two options for using that Vulkan or DirectX (in the future hopefully will support WebGPU and Metal), When using MacOS, you have to use Vulkan, but it is translated to metal through MoltenVK and in the future we may have a metal backend. If using the compatibility renderer, you have to use OpenGL3 now, but we will support choosing between opengl and Angle
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@Calinou first draft of what could be a replacement
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Thanks, I incorporated it 🙂 |
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I've added a small section on recommended OpenGL/Vulkan learning resources, as it may help with understanding concepts on this page (see https://twitter.com/reduzio/status/1649707259281260550). |
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Excellent work! This is a fantastic start to a deep documentation of the rendering architecture. I have left a few comments, and I have tried to make suggestions wherever I had a comment. Please let me know if you have any questions about my suggestions
contributing/development/core_and_modules/internal_rendering_architecture.rst
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contributing/development/core_and_modules/internal_rendering_architecture.rst
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contributing/development/core_and_modules/internal_rendering_architecture.rst
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contributing/development/core_and_modules/internal_rendering_architecture.rst
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contributing/development/core_and_modules/internal_rendering_architecture.rst
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contributing/development/core_and_modules/internal_rendering_architecture.rst
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contributing/development/core_and_modules/internal_rendering_architecture.rst
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contributing/development/core_and_modules/internal_rendering_architecture.rst
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Fantastic addition to these contributor-facing docs. I have nothing to add besides Clay's feedback.
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This is intended for new and returning engine contributors.
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Thanks for this contribution (and for addressing all the feedback :))! Merged. 🎉 Really good addition. |
This is intended for new and returning engine contributors.
There are some clarifications I'd like to add – see my review comments and the question below. Also, I may have forgotten talking about certain features of the renderer entirely, so please comment if that's the case.
@BastiaanOlij Could you write up a paragraph or two about subpass usage in the Forward Mobile backend, and how it differs from approach in the Clustered Forward backend (and why subpasses are used)? This would be useful to list on this page🙂Edit: Added