Vixen
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Rendering · concept

Meshes and materials, type by type

Neither word names a type — each names a chain of them, one per stage, plus four subsystems that borrowed the same word.

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  • Turning on dynamic global illumination — The four compositor nodes that make a frame's indirect light a file rather than a program.
  • Blend shapes — Sparse quantised vertex deltas, imported off a mesh's morph targets and applied by a compute pre-pass into a per-instance vertex buffer — or, for a virtualized mesh, gathered per vertex where a page is decoded — so that every pass agrees about where a vertex is, driven by hand, by an imported clip, or by a weight curve typed into a .vxanim.
  • Streaming texture mip tails — The small mips are always resident and the large ones are pages that come and go under a byte budget, because KTX2 stores level data smallest first.
  • Components — The data an entity has, and what makes a type one.
  • Getting content into a running game — What a build has to know, what it ships, and the two shapes a shipped chunk comes in.