Comments (10)
Renderable
is what renderer renders
from rendy.
Hmm, but it's a trait we're talking about. I think the trait can be called Render
and a struct implementing it would then be a renderer. Why does it need to be a noun? 😅
from rendy.
It's a little confusing imho, because you don't "build render" ;)
from rendy.
from rendy.
@termhn at least how I see it, the Render
trait is fine, because you can implement Render
for some type. Maybe, a better word would be Renderable
? but I find that kind of conflicting.
from rendy.
I can see the "Render
is a trait, Renderer
is implementor of said trait" argument, but I still think the name is awkward in most places it will be used. Why not just have the convention be that the implementor (previously Renderer
) have a more specific name, since Renderer
is very generic. For example impl Renderer for VelorenRenderer
or something, depending on what the project/purpose of that Renderer
implementation is.
from rendy.
I don't mind renaming. @omni-viral What do you think?
from rendy.
Since it can be used not only for rendering (thanks to @Rhuagh , how I didn't realize it before) I think it must be renamed to something more general.
I'm open for suggestions.
from rendy.
Perhaps Runner
since its primary function is to run
the passes that have been set up? Alternatively, I thought about Engine
, since it's kind of the main driving force behind actually running things, but that seems a bit too abstract to me.
from rendy.
This entity doesn't exists anymore
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Related Issues (20)
- Building issues HOT 1
- Issue with triangle example HOT 1
- [Q] How to enable a rendering backend for project? HOT 10
- Can't run triangle example on MAC with metal backend HOT 6
- Issues with the triangle example and vulkan on windows HOT 8
- shader reflection BindingsMismatch if using a binding in one shader not used by other shaders of the same shader program. HOT 1
- Generate vertex tangents for OBJ files HOT 1
- Using LinearAllocator for non-CPU-visible memory HOT 1
- Using DynamicAllocator for large allocations HOT 2
- Image count not supported HOT 2
- Port to gfx-hal-0.5 HOT 2
- MeshBuilder::with_prim_type does nothing HOT 2
- Render pass with no attachments causes subtraction underflow. HOT 1
- missing depth_stencil on SimpleGraphicsPipelineDesc causes crashes HOT 4
- Is this project abandoned? HOT 5
- Add examples folder HOT 2
- PresentMode isn't configurable (aka Rendy forces vsync)
- [MAINTENANCE] post build timings to PRs
- upgrade gfx to 0.6 to fix MacOS
- Unsound type casting in `cast_slice` HOT 3
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