Expand description
First-party CPU graphics: reusable mesh storage, visibility and low-poly rasterization.
This is a software fallback and a headless reference renderer, not a GPU backend. Geometry uses right-handed coordinates and counter-clockwise exterior winding.
Structs§
- Bounds
- Cache
Stats - Camera
- Color
- Unpremultiplied RGBA floating-point channels. No implicit gamma conversion.
- Fog
- Framebuffer
- Frustum
- Instance
Batch - Mat4
- Column-major 4x4 matrix acting on column vectors:
translation * rotation * scale. - Mesh
- Mesh
Cache - MeshId
- Stable CPU mesh handle; generation prevents reuse of a released slot.
- ObjError
- ObjLimits
- Quat
- Quaternion stored as vector part
(x,y,z)followed by scalar partw. - Render
Item - Render
Settings - Render
Stats - Software
Renderer - Vec2
- Vec3
- Vec4
- Vertex
Enums§
Constants§
- MAX_
DIMENSION - Resource bounds prevent accidental allocations or unbounded raster loops.
- MAX_
PIXELS
Functions§
- instance_
batches - Groups identical mesh handles. This is CPU submission grouping, not a GPU draw call.
- vec2
- vec3
- vec4