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