flutter3d_hardware 0.4.0
flutter3d_hardware: ^0.4.0 copied to clipboard
The graphics vocabulary flutter3d is written against: formats, handles, a command encoder and a device. Names no graphics API.
0.4.0 #
- A loan that outlives a
trimgoes back to the allocator. It used to be refiled under its retired pre-resize spec on release, where no acquire would ever match it — parked until the next trim. The pool now hands it straight back, keeps the throw-on-double-release contract, and has tests for the whole shape.
0.3.0 #
createCubeTextureFromPixelstakes mip levels, which is what image-based lighting needs and what a hand-built chain has to be uploaded through.LayeredShaderLibraryputs an application's own bundle in front of the engine's without replacing it.
0.2.0 #
PassEncodersplit fromCommandEncoder, so a contributor drawing into somebody else's pass cannot end it.- A render target pool that releases by identity and waits out the frames in flight, and capability questions a backend answers rather than guesses at.
0.1.0 #
- The vocabulary an engine writes a frame in: texture and buffer handles, formats, render targets, pipelines, a command encoder and a shader library.
- No implementation of its own. What it names is what a backend must answer to, and what the engine may assume.