Advanced¶
Beyond the basics: writing custom operators in C#, writing shaders, and controlling parts of TiXL at the lowest level most users will touch.
Pages in this section¶
- Writing C# operators
- Creating new operators
- FAQ: writing C# operators
- Using custom shader operators
- A shader development example
- Converting raymarching functions
- Adding new fonts
- Creating and using single-line SVG fonts
Still to write¶
- Shader reference — HLSL conventions TiXL uses, built-in uniforms, coordinate spaces, common pitfalls.
- Context variables deep dive — how to pass values down a sub-graph, when to use them, when not.
- Performance internals — what the profiler columns mean, how to interpret flame graphs.
- Extending the UI — if/when a plugin surface emerges.
What's not here¶
TiXL-contributor topics (building from source, coding conventions, release process, CI) live on the GitHub wiki.