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Advanced

Beyond the basics: writing custom operators in C#, writing shaders, and controlling parts of TiXL at the lowest level most users will touch.

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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.