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readme typos
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Readme.md

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@@ -7,8 +7,8 @@ A lock-free CommandBuffer implementation designed for multi-threaded rendering a
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Useful to reduce state switches(i.e. materials, shaders), depth sorting(for transparency or hardware early-z rejection) and also for dispatching commands from multiple threads.
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## Features
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- designed for high-congestion as it's lock-free
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- graphics API independent(see cb::RenderContext)
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- lock-free, designed for high-congestion
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- graphics API agnostic(see cb::RenderContext)
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- fast and configurable allocation via a linear allocator
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- optional material binder with multiple material passes support
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- chainable/appendable commands
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```
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NOTE. Can enable/disable logging of the commands via CB_DEBUG_COMMANDS_PRINT in config.h which is enabled by default.
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Appending/chaining commands(useful to reduce overhead of redundant material binding):
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Appending/chaining commands(useful to reduce overhead of redundant material bindings):
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```cpp
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cb::DrawKey key = cb::DrawKey::makeDefault(viewportId, cb::ViewLayerType::e3D);
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//setup key
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//fill command data
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...
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```
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NOTE. Since matrices is a POD you can use data copy commands which will automatically allocate auxiliary memory and copy it.
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NOTE. Since matrices are PODs you can use data copy commands which will automatically allocate auxiliary memory and copy it.
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## Example
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Check the [example](example/) folder which shows how to use the CommandBuffer in a real use case scenario and more advanced usage, it was done by adapting NVIDIA's Gameworks GL Threading example to a deferred renderer.
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Check the [example](example/) folder which shows how to use the CommandBuffer in a real use case scenario with more advanced usage, it was done by adapting NVIDIA's Gameworks GL Threading example to a deferred renderer.
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## Contributing
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