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* Abstract over hardware acceleration APIs (e.g. D3D vs GL) | * Abstract over hardware acceleration APIs (e.g. D3D vs GL) | ||
* Be able to use platform layer APIs (e.g. Core Animation) if we get backed into a corner with undocumented interfaces? | * Be able to use platform layer APIs (e.g. Core Animation) if we get backed into a corner with undocumented interfaces? | ||
* Support VRAM management; we'd like to be able to discard buffers and re-render them when VRAM is full, including with fine granularity via a tile cache | |||
== Open questions == | == Open questions == | ||
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