A real-time rendering engine, documented from first principles
The fundamental building blocks of 3D geometry. Each vertex stores position, color, normal, and texture coordinate data in tightly-packed buffer arrays.
Programmable GPU stages that transform vertices and compute per-fragment color values. The engine supports vertex, fragment, and compute shader programs.
Contiguous memory regions on the GPU that store vertex data, index lists, and uniform parameters. Buffer management is central to engine performance.
The final output of the rendering pipeline: a complete image composited from all draw calls, post-processing passes, and depth-tested fragment operations.
Interactive wireframe rendering. The cube rotates in real-time using the engine's transformation pipeline.
Installation, configuration, and your first triangle.
→Complete function reference for all engine modules.
→Annotated demos from basic meshes to deferred shading.
→Browse the engine source with inline documentation.
→