optic-render 0.0.1

OpenGL 4.6 renderer for Optic engine — EGL context, shaders, meshes, textures, cameras, canvas
Documentation

GPU-accelerated rendering with EGL/OpenGL 4.6.

optic-render manages the full graphics pipeline: context creation (headless or windowed), asset loading (meshes, textures, shaders), instanced drawing, off-screen canvas (framebuffer objects), and 2D/3D camera transforms.

Architecture

Layer Module Role
Context [RenderContext] EGL display, surfaces, vsync
Backend [GL] Thin wrappers around raw OpenGL calls
Device [GPU] Stateful renderer with fallback assets
Assets [asset] Load/save/cache meshes, textures, shaders from disk
Handles [handles] Runtime GPU handles: [MeshHandle], [Shader], [Texture2D], [Canvas], [InstanceBuffer] ...
Camera [Camera] Perspective/orthographic camera with fly-through controls
Transforms [Transform2D], [Transform3D], [CamTransform] Position / rotation / scale helpers

Getting started

use optic_render::GPU;

let gpu = GPU::new_headless()?;
println!("{}", gpu.version());

Feature flags

This crate is always compiled with all features. The parent optic crate controls which sub-crates are included via its own feature flags.