SeanOMik
ec960b8f94
this is done by using a large dynamic uniform buffer for storing all transforms of entities |
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.. | ||
camera.rs | ||
desc_buf_lay.rs | ||
material.rs | ||
mesh.rs | ||
mod.rs | ||
render_buffer.rs | ||
render_job.rs | ||
render_pipeline.rs | ||
renderer.rs | ||
shader_loader.rs | ||
texture.rs | ||
vertex.rs |