Link P2 manual guidance in strict documentation build

This commit is contained in:
Emil
2026-09-23 22:57:22 +03:00
parent de17bc658a
commit d32c33dd0b
2 changed files with 5 additions and 3 deletions
+2 -2
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@@ -86,9 +86,9 @@ It records 10 warm-up and 30 measured frames for Direct, GPU frustum and GPU
occlusion in fixed frustum-heavy, open and occluded scenes. Run it three times and
compare median/p95 by scene and mode. Keep the raw CSV, hardware/driver, resolution,
shader bundle, validation state and source revision with any published result. The
[P2 acceptance protocol](../../studies/19-p2-gpu-visibility-acceptance.md)
[P2 acceptance protocol](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/19-p2-gpu-visibility-acceptance.md)
documents the scenes and CSV columns. The
[first measured report](../../studies/20-p2-gpu-visibility-benchmark-2026-09-23.md)
[first measured report](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/20-p2-gpu-visibility-benchmark-2026-09-23.md)
retains three raw runs, p50/p95 and limits. Its Debug/validation profile found
GPU MainCull substantially more expensive than direct GPU work, even though the
GPU route reduced synchronous CPU render-call time.
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@@ -11,7 +11,9 @@ and how those functions interact with scenes, physics, and the editor.
[acceptance dossier](https://github.com/emil28092005/Faset_Engine/blob/main/docs/validation/mvp-acceptance.md)
for exact source revisions and coverage limits. The optional Lua module is
documented separately; those historical acceptance results do not certify later
changes. Advanced graphics remain later milestones.
changes. GPU visibility and prepared mesh LOD arrived after that MVP; see the
[visibility guide](editor/visibility-lod.md). Advanced lighting and geometry
systems remain later milestones.
Start with [how gameplay works](scripting/index.md), then read
[frame and physics updates](scripting/lifecycle.md). See