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Monad Engine da02fba2
> Undercity Codex_
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Mesh, Material, Builder, and RenderQueue — the draw abstraction layer. More...
Files | |
| file | Builder.h |
| Static factory methods for creating common primitive mesh shapes. | |
| file | Material.h |
| Container that pairs a ShaderProgram with typed uniform parameters. | |
| file | Mesh.h |
| GPU mesh: Vertex Array Object wrapping a VBO and optional EBO. | |
| file | ParticleSystem.h |
| Pool-allocated CPU particles drawn as additive billboards. | |
| file | RenderQueue.h |
| Per-frame command list that batches and issues all draw calls. | |
Mesh, Material, Builder, and RenderQueue — the draw abstraction layer.
High-level mesh/material/queue layer.
RenderCommands each frame and flushes them through GraphicsAPI in a single Draw() call.Game code never calls OpenGL directly — it submits draw commands to mnd::RenderQueue using meshes built via mnd::Builder and materials wrapping a mnd::ShaderProgram. The queue is drained once per frame by mnd::Engine::Run().