Doc cleanup
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# Forking The Render Cadence Base
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This note captures the fork-readiness review for using this repository as a base where the render cadence and video I/O work are kept, but the GPU content being rendered is replaced in a separate repository.
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This note captures the current fork-readiness state for using this repository as a base where the render cadence and video I/O work are kept, but the GPU content being rendered is replaced in a separate repository.
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## Verdict
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@@ -76,7 +76,6 @@ Before cutting a long-lived fork, fix or decide these items:
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- Make `config/runtime-host.json` portable. Current checked-in defaults include a local NDI source name and DeckLink output.
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- Decide whether the fork keeps the Slang shader package contract. If not, replace `ShaderRuntimeContentController`, retire or clearly isolate `shaders/SHADER_CONTRACT.md`, shader package UI, and shader manifest tests.
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- For a D3D engine fork, decide whether to bridge D3D output into the existing GL/readback path temporarily or replace `RenderThread`/readback with a D3D-native publisher that still writes completed `SystemFrameExchange` frames.
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- Mark older docs that reference `apps/LoopThroughWithOpenGLCompositing` as historical, or update them to point at the current `src/` implementation.
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- Keep `runtime/` generated output ignored, and keep only `runtime/templates/` plus `runtime/README.md` tracked.
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- Keep the private SDK bundle as a submodule only if the new repo is intended for the same org/build environment. External forks should use ignored `3rdParty/` or explicit CMake SDK paths.
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