diff --git a/en/Building_a_Simple_Engine/Engine_Architecture/05_rendering_pipeline.adoc b/en/Building_a_Simple_Engine/Engine_Architecture/05_rendering_pipeline.adoc index b9a07d37..ca20da69 100644 --- a/en/Building_a_Simple_Engine/Engine_Architecture/05_rendering_pipeline.adoc +++ b/en/Building_a_Simple_Engine/Engine_Architecture/05_rendering_pipeline.adoc @@ -109,6 +109,12 @@ In this tutorial, we use Vulkan's dynamic rendering feature with vk::raii instea === Rendergraphs and Synchronization +NOTE: The rendergraph described in this section is an architectural pattern, not something +wired into the Simple Engine code in the attached examples. Treat the sections below as a +guide to a design you could add to the engine yourself, not a description of what +`attachments/simple_engine` currently does at runtime - the engine issues its render passes +directly, without going through a rendergraph abstraction. + A rendergraph is a higher-level abstraction that represents the entire rendering process as a directed acyclic graph (DAG), where nodes are render passes and edges represent dependencies between them. This approach offers several advantages over traditional render pass management: ==== What is a Rendergraph?