small update in documentation

This commit is contained in:
Turanszki Janos
2019-07-11 22:09:24 +01:00
parent 91c539449b
commit 2ced02a6b9
+11 -9
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@@ -52,15 +52,17 @@ You can find out more about the Entity-Component system and other engine-level s
- wiSceneSystem
- This contains Scene, a class that is responsible of holding and managing everything in the world
- There are also all of the Component types, like TransformComponent, MeshComponent, etc.
- There are a number of systems here that can operate on collections of components
- wiJobSystem
- Manages the execution of concurrent tasks
- Execute() function will schedule a task for execution on a separate thread
- Dispatch() function will schedule a task for execution on multiple parallel threads
- Wait() function will block until all jobs have finished. All scheduling operations are put on hold too
- context type defines a single workload that can be synchronized
- Execute() function will schedule a task for execution on a separate thread for a given workload
- Dispatch() function will schedule a task for execution on multiple parallel threads for a given workload
- Wait() function will block until all jobs have finished for a given workload. The current thread starts working on any work left to be finished.
- wiInitializer
- Initializes all engine systems
- Initializes all engine systems either in a blocking or an asynchronous way
- wiWindowRegistration
- This is a platform specific utility to manage the native display window
@@ -85,14 +87,14 @@ You can find the Graphics related classes un der ENGINE/Graphics filter in the s
- This can render fonts to the screen
- wiGraphicsDevice
- This is the low-level rendering interface. It must implement either DirectX1, DirectX12 or Vulkan (at the moment)
- This is the interface for the graphics API abstraction. It is higher level than a graphics API, but these are the lowest level of rendering commands the engine offers.
- See wiGraphicsDevice_DX11 for DirectX11 rendering interface
- See wiGraphicsDevice_DX12 for DirectX12 rendering interface
- See wiGraphicsDevice_Vulkan for Vulkan rendering interface
- See wiGraphicsDevice_DX12 for DirectX12 rendering interface (experiemntal)
- See wiGraphicsDevice_Vulkan for Vulkan rendering interface (experimental)
- There are many other classes that you can find here, such as wiEmittedParticle, to render emitter components.
You can see a quickstart guide on the following picture regarding the most common rendering resources:
The following quick reference shows an overview of common resource formats and spaces:
![InformationSheet](information_sheet.png)
@@ -100,7 +102,7 @@ You can see a quickstart guide on the following picture regarding the most commo
A collection of engine-level helper classes
- wiArchive
- This is used for serializing binary data
- This is used for serializing binary data to disk or memory
- wiHelper
- Many helper utility functions, like screenshot, readfile, messagebox, splitpath, sleep, etc...
- wiMath