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Merge branch 'main' of https://github.com/Geolm/onedraw
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doc/FAQ.md

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# Frequently Asked Questions
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###### Why Metal only?
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### Why Metal only?
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At the moment, I only have access to a MacBook Pro, and among modern graphics APIs, **Metal** offers a great balance between simplicity and performance.
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It’s straightforward to work with, yet still powerful enough for advanced GPU-driven techniques.
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###### Why isn’t it a single-header library?
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### Why isn’t it a single-header library?
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That’s a deliberate design choice.
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While it would be possible to embed all shaders and headers directly into `onedraw.cpp`, it would make the file harder to read and maintain.
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Instead, the library remains a **single C++ source file** to add to your build system, while keeping shaders and headers separate for clarity.
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###### What are the by-design limits of the renderer
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### What are the by-design limits of the renderer?
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We support up to :
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* 65536 draw commands (including begin/end group)
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* 256 clip rects
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* max viewport resolution of 4096x4096
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* 256 slices texture array
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### What is the coordinate system used?
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Coordinates are expressed in pixels, with the x-axis increasing to the right and the y-axis increasing downward.
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### Does the library cull objects?
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Objects outside the screen are not rasterized, but draw commands are still issued. We recommend implementing a high-level culling system if many objects fall outside the screen to avoid wasting draw calls and GPU resources. Note: There is currently no mechanism to detect redundant primitives that will be completely overwritten by an opaque primitive, but we are exploring optimizations to address this.

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