MoonWorks-docs/content/Graphics/Resources/_index.md

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Resources 2021-01-25T14:31:59-08:00 3

MoonWorks provides eight different kinds of graphics resources that you use to construct your renderer.

Buffer holds generic data, like vertex information for example. The way this data is interpreted is determined by the pipeline.

Texture holds image data in a specified format.

Sampler tells a shader how it should sample texture data.

GraphicsPipeline sets up the graphics device to do rendering work.

RenderTarget is a structure that can be rendered to.

Framebuffer is essentially a collection of RenderTargets.

RenderPass is a structure that tells the GraphicsPipeline how it should use a Framebuffer.

ComputePipeline sets up the graphics device to do computational work using compute shaders.

This is all pretty abstract. Let's get into some more detail.