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authorWladimir J. van der Laan <laanwj@gmail.com>2013-03-15 20:16:53 +0100
committerWladimir J. van der Laan <laanwj@gmail.com>2013-03-16 19:45:07 +0100
commit40db12bf8e1a943460e99d37d7d68f2562ea2c41 (patch)
tree70ffe6d514153040a80cb7a04479a6ffb3bd956d /doc
parentbabe5a0e575b8f0bf9670dfca25a665f2ad0c1e7 (diff)
beginnings of shader code generation
still needs quite some work, but the first steps toward a usable shader generator are there (can compile the vertex shader of cube_companion). Fragment shader is still a todo.
Diffstat (limited to 'doc')
-rw-r--r--doc/hardware.md2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/hardware.md b/doc/hardware.md
index aa8054c..c90dfc3 100644
--- a/doc/hardware.md
+++ b/doc/hardware.md
@@ -358,7 +358,7 @@ The stride of these tiled surfaces is the number of bytes between one row of til
Supertiling
-------------------
-![supertile ordering](https://raw.github.com/laanwj/etna_viv/master/doc/images/supertile.png)
+![supertile ordering](images/supertile.png)
It appears that the blob always pads render buffers pixel sizes to a multiple of 64, ie, a width of 400 becomes 448 and 800 becomes 832.
This is because the render buffer is also tiled, albeit differently than the 4x4 tiling format of the textures.