The "how rendering happens" layer — from the backend-agnostic RHI contract down to specific GPU / CPU implementations and the effects that run on top.
| Page | Topic |
|---|---|
| RHI | Backend-agnostic function-pointer table |
| Software Rasterizer | Shared CPU rasterizer (edge-function, anti-aliased) |
| CPU Backend | Always-available software backend |
| Vulkan Backend | Primary GPU backend — PBR, shadows, GPU culling, Hi-Z |
| OpenGL Backend | OpenGL 3.3 backend (contract; stub) |
| Post-Processing | Gamma, tonemap, FXAA, bloom, SSAO, TAA, SSR, OIT, volumetric fog |
| Overlay | Built-in + custom overlays, CPU readback rasterizer |
| Pipeline Hooks | Custom render-graph pass injection |
| Shader Plugin | SPIR-V plugins at named stages |
| Decal | Deferred projective decals (Vulkan only) |
| Meshlet | Fixed-size geometry clusters for GPU culling |