From 34543c6b68552e57ae85718b69e3b9e91dedfc36 Mon Sep 17 00:00:00 2001 From: minjaesong Date: Thu, 27 Nov 2025 11:16:42 +0900 Subject: [PATCH] wiki update --- Developer-Portal.md | 1 + Rendering-Pipeline.md | 10 +++++----- 2 files changed, 6 insertions(+), 5 deletions(-) diff --git a/Developer-Portal.md b/Developer-Portal.md index b9df8e7..7c2e863 100644 --- a/Developer-Portal.md +++ b/Developer-Portal.md @@ -18,6 +18,7 @@ This is a place for developers, a hub for documentation and code conventions for ### Rendering * [[Rendering Pipeline]] — Graphics system and tile rendering +* [[Lighting Engine]] — Lighting and shading simulation * [[OpenGL Considerations]] — GL 3.2 requirements and shader syntax ### Physics diff --git a/Rendering-Pipeline.md b/Rendering-Pipeline.md index 2c75167..6499c49 100644 --- a/Rendering-Pipeline.md +++ b/Rendering-Pipeline.md @@ -87,7 +87,7 @@ class BlocksDrawer( ### Tile Atlas System -Blocks use texture atlases for autotiling variants: +Blocks use texture atlantes for autotiling variants: #### Atlas Formats @@ -124,7 +124,7 @@ Autotiling tiles have a "barcode" pixel in the atlas (position 6,5) encoding: ### Seasonal Variation -224×224 atlases support seasonal colour blending: +224×224 atlantes support seasonal colour blending: ``` ┌─────────┬─────────┐ @@ -509,7 +509,7 @@ if (actor.hitbox.intersects(camera.bounds)) { ### Texture Atlas -Use texture atlases to reduce texture switches: +Use texture atlantes to reduce texture switches: ```kotlin val atlas = TextureAtlas("sprites/packed.atlas") @@ -599,7 +599,7 @@ batch.shader = null // Reset to default ## Best Practises 1. **Batch draw calls** — Group similar sprites together -2. **Use texture atlases** — Reduce texture binding overhead +2. **Use texture atlantes** — Reduce texture binding overhead 3. **Cull off-screen objects** — Don't render invisible actors 4. **Cache sprite references** — Don't recreate textures every frame 5. **Reset batch colour** — Always reset to white after tinting @@ -620,7 +620,7 @@ batch.shader = null // Reset to default - Texture binding issues ### Performance Issues -- Too many draw calls (use atlases) +- Too many draw calls (use atlantes) - Large lightmap calculations - Excessive particle count - Missing culling