From d32c33dd0b2330759c59cabe3e764c2796eed43e Mon Sep 17 00:00:00 2001 From: Emil <65846814+emil28092005@users.noreply.github.com> Date: Wed, 23 Sep 2026 22:57:22 +0300 Subject: [PATCH] Link P2 manual guidance in strict documentation build --- docs/manual/editor/profiling.md | 4 ++-- docs/manual/index.md | 4 +++- 2 files changed, 5 insertions(+), 3 deletions(-) diff --git a/docs/manual/editor/profiling.md b/docs/manual/editor/profiling.md index d94439a..e00bab5 100644 --- a/docs/manual/editor/profiling.md +++ b/docs/manual/editor/profiling.md @@ -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. diff --git a/docs/manual/index.md b/docs/manual/index.md index 98679d3..5e4fa75 100644 --- a/docs/manual/index.md +++ b/docs/manual/index.md @@ -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