GLES3 Renderer capabilities and limitations
mainThe GLES3 renderer is a work-in-progress implementation that demonstrates the core rendering pipeline.
Rendering Features:
- Supports all draw commands except
custom. - Batching (No clipping): Quad-based commands (
Rectangle,Image,Border) are rendered in a single draw call. Glyphs from the same font are rendered in a single instanced draw call. - Clipping: When scissoring is used, the renderer flushes draw calls before and after each scissor region.
- Assets: Supports up to 4 fonts and 4 image textures. Image textures can function as texture atlases.
- Custom UVs:
UserDatacan be used to provide per-image UV coordinates, enabling multiple images to share a single OpenGL texture. - Dependencies: Uses
stb_image.handstb_truetype.hfor asset loading via a modular loading layer.
Platform Support:
- Uses GLFW for windowing.
- The renderer itself is framework agnostic.