Render queues and some test fixes

This commit is contained in:
BirDt_ 2026-04-02 14:16:25 +08:00
parent 12754b61a3
commit 213dfc67b6
4 changed files with 94 additions and 24 deletions

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@ -51,7 +51,7 @@ When drawing the next frame, the system iterates and executes every drawing thun
The 3D queue is executed first, followed by the 2D queue, followed by the screen queue.
The order of execution can be changed by modifying the ~render-priority~ list.
The render-priority list contains pairs where the first symbol in the pair is a reference to the render queue in the ~render-queues~ hash table, and the second symbol is either ~screen~, ~2d~, or ~3d~. The order of items in this list informs Imugi of the order in which to execute the queues, and the second symbol of each pair tells Imugi what draw mode to use for each thunk.
For 2D and 3D drawing, systems can set the currently active camera object on the parameters ~*active-camera-2d*~ and ~*active-camera-3d*~.
For 2D and 3D drawing, systems can set the currently active camera object on the parameters ~*active-camera-2d*~ and ~*active-camera-3d*~. If a 3D or 2D render is queued but no corresponding camera for the mode is set, the render will not occur but the render queue will still be emptied.
** Resources
When a resource, such as a font or texture, is loaded from the filesystem, the pointer is stored in an SRFI-69 hash table ~resources~ keyed by the path.