These are chat archives for bjz/gfx-rs

9th
Jul 2014
Corey Richardson
@cmr
Jul 09 2014 02:28
Dzmitry Malyshau
@kvark
Jul 09 2014 02:44
@cmr wow that's good
Brendan Zabarauskas
@brendanzab
Jul 09 2014 02:57
@cmr :+1:
Dzmitry Malyshau
@kvark
Jul 09 2014 03:04
I need halp
Corey Richardson
@cmr
Jul 09 2014 03:04
hello this is halp
Corey Richardson
@cmr
Jul 09 2014 03:06
Simple, you either didn't import OpZero or it doesn't exist.
Dzmitry Malyshau
@kvark
Jul 09 2014 03:06
(updated the log) What am I missing?
Corey Richardson
@cmr
Jul 09 2014 03:06
This is one of those Rust gotchas that is easy to catch once you know what is happening.
Dzmitry Malyshau
@kvark
Jul 09 2014 03:06
ah, why can't it just tell me that?...
thanks!
Corey Richardson
@cmr
Jul 09 2014 03:06
Yeah we should totally add a warning for this.
Brendan Zabarauskas
@brendanzab
Jul 09 2014 03:09
lol derp
halp is halpful
Dzmitry Malyshau
@kvark
Jul 09 2014 03:09
all methods should start with a verb, right?
Corey Richardson
@cmr
Jul 09 2014 03:09
In general that seems like a good stylee
Dzmitry Malyshau
@kvark
Jul 09 2014 03:09
so DrawState::depth is not a correct name, even though pretty useful
Corey Richardson
@cmr
Jul 09 2014 03:10
Ah, in the Builder pattern?
Dzmitry Malyshau
@kvark
Jul 09 2014 03:10
yeah
Corey Richardson
@cmr
Jul 09 2014 03:10
I think that using the names of the thing you are setting is 100% fine
and the most clear thing
Dzmitry Malyshau
@kvark
Jul 09 2014 03:10
ok, good. Thanks for clarification
Brendan Zabarauskas
@brendanzab
Jul 09 2014 03:13
btw, @aturon is working on this: https://github.com/aturon/rust-guidelines
Dzmitry Malyshau
@kvark
Jul 09 2014 03:14
nice!
Brendan Zabarauskas
@brendanzab
Jul 09 2014 03:18
@kvark btw, this talks about builders @Kimundi might also be interested: http://aturon.github.io/ownership/builders.html
Dzmitry Malyshau
@kvark
Jul 09 2014 03:22
@bjz thanks! will try to read it tomorrow. Using the time now to write the code while I'm at my workstation
Brendan Zabarauskas
@brendanzab
Jul 09 2014 03:22
ah, np
Dzmitry Malyshau
@kvark
Jul 09 2014 03:50
Oh well, I guess that's everything I can do today (#88). I'm gonna stop pushing the rasterizer states further and get back to the asynchronous architecture questions.
Overall, it would be nice to see who is doing what... since our team grows, and we don't want any work to be intersected. Even just knowing in advance that you'll need to merge something may help.
Corey Richardson
@cmr
Jul 09 2014 03:52
I'm starting to keep track of stuff on trello
also, gitter has trello integration
Dzmitry Malyshau
@kvark
Jul 09 2014 03:52
alone?..
Corey Richardson
@cmr
Jul 09 2014 03:52
yeah, just giving it a try
Dzmitry Malyshau
@kvark
Jul 09 2014 03:52
is it per-project or your personal?
Corey Richardson
@cmr
Jul 09 2014 03:52
I have one personal one and one for gfx-rs
Dzmitry Malyshau
@kvark
Jul 09 2014 03:53
link for gfx-rs?
Dzmitry Malyshau
@kvark
Jul 09 2014 03:53
hmm... would you consider an alternative?
Corey Richardson
@cmr
Jul 09 2014 03:54
yes
I'm open to whatever
Dzmitry Malyshau
@kvark
Jul 09 2014 03:54
waffle.io
here is where I saw it first: https://waffle.io/hackndev/zinc
bonus point: a nice button on the README front page: https://github.com/hackndev/zinc
overall seems a bit cleaner than trello, though I haven't used it heavily yet (just a bit)
I'm gonna hold off doing anything there until you (@cmr) and @bjz give it a green light. Any action on the board would trigger an issue update, so it affects the activity stream.
Corey Richardson
@cmr
Jul 09 2014 04:00
looks nice enough, worth a try
It's just a different way of interacting with github issues?
Dzmitry Malyshau
@kvark
Jul 09 2014 04:03
I suppose. Currently, it would solve the issue I mentioned - to see who is up to what. Another good thing is - if anyone doesn't want to use it - they are not cut off the world, they still have all the GH issues.
Corey Richardson
@cmr
Jul 09 2014 04:03
indeed
Dzmitry Malyshau
@kvark
Jul 09 2014 04:04
I'm off. Have a good hacking night!
Brendan Zabarauskas
@brendanzab
Jul 09 2014 04:15
Corey Richardson
@cmr
Jul 09 2014 04:15
Yes, that is a link that was recently shared :P
Do you have a particulra question?
Brendan Zabarauskas
@brendanzab
Jul 09 2014 04:16
ohhh
you didn't need me to do anything?
brendanzab @bjz is :camel:
Corey Richardson
@cmr
Jul 09 2014 04:17
I guess not -- it seems all setup!
Do you want to try using it?
brendanzab @bjz is not sure
Corey Richardson
@cmr
Jul 09 2014 10:04
What is precise meaning of Ready to Roll? Generally usable?
Dzmitry Malyshau
@kvark
Jul 09 2014 12:46
@cmr I think the milestone has description in it. Regardless, yes, semi-feature-complete (let's say DX9-class capabilities are covered at least) and ready for using as a back-end for other engines or create apps straight on it.
Corey Richardson
@cmr
Jul 09 2014 12:49
@kvark oh my bad, you have to go to the "Milestones" tab to see the details for a milestone...
I assumed that when you selected it in the issue list you got everything there was
Dzmitry Malyshau
@kvark
Jul 09 2014 13:16
@cmr it's GH fault. Milestones should be discoverable
@Kimundi so GL 2.1 is fully supported now? We can close #55 ?
Marvin Löbel
@Kimundi
Jul 09 2014 14:17
@kvark Technically yes, but I'd like to see #87 land at least to have not just be a platform switch
Dzmitry Malyshau
@kvark
Jul 09 2014 15:07
@Kimundi oh, sure thing
Marvin Löbel
@Kimundi
Jul 09 2014 15:22
@bjz Heh, thanks for merging, but I should've probably squashed it beforehand ;)
Brendan Zabarauskas
@brendanzab
Jul 09 2014 15:22
Ah woops :P
brendanzab @bjz messes everything up
Marvin Löbel
@Kimundi
Jul 09 2014 15:24
Is cargo support still blocked on cargo having compile flags?
Corey Richardson
@cmr
Jul 09 2014 15:24
Yes.
In particular we need a way to provide a coherent set of --cfg's
gl+glfw, d3d+sdl etc
At least until we have switchable graphics APIs ;)
Marvin Löbel
@Kimundi
Jul 09 2014 15:28
Hm, seeing how we currently support only one of these anyway, we could add cargo support hardcoded to it for now...
Corey Richardson
@cmr
Jul 09 2014 15:29
Indeed
we'd just have to remove the cfg's
Dzmitry Malyshau
@kvark
Jul 09 2014 15:51
@bjz I scanned through Rust Guidelines - a lot of good stuff, very handy when designing interfaces and in doubt. The only thing I disliked really is function arguments alignment. If the function signature is long, then all the arguments will be squashed to the right, wasting tons of space.
Brendan Zabarauskas
@brendanzab
Jul 09 2014 15:54
Feel free to submit a PR or chat to @aturon about it on IRC. He wants feedback, and many things regarding formatting are copied from an older style guide.
@kvark He is a Mozilla employee that works in across the hall from me :P
@Potpourri ohai :wave:
Dzmitry Malyshau
@kvark
Jul 09 2014 17:50
@cmr Just a heads-up - I recall you had something convenient for image info (for texture creation) if hgl-rs, so I'm looking forward to evaluate it for gfx-rs.
Marvin Löbel
@Kimundi
Jul 09 2014 17:54
@bjz: Btw, you have a sax-rs PR incoming ;)
I think it's pretty nice :)
Dzmitry Malyshau
@kvark
Jul 09 2014 23:10
@cmr it is tied to GL though (not a big deal to fix)
Corey Richardson
@cmr
Jul 09 2014 23:10
well, hgl is a GL wrapper after all!
Dzmitry Malyshau
@kvark
Jul 09 2014 23:10
lol, sorry
Corey Richardson
@cmr
Jul 09 2014 23:12
it's pretty straightforward, mostly just boilerplate -- lots of copy-paste.
Dzmitry Malyshau
@kvark
Jul 09 2014 23:12
I can see ways to improve it, once I get my hands on it
My plan was to tackle async resource loading this night
And texturing maybe the next one - for the weekend
@cmr I assume you are busy with D3D stuff anyways, it'll take you a while :)
Corey Richardson
@cmr
Jul 09 2014 23:13
Yeah, it will!
Dzmitry Malyshau
@kvark
Jul 09 2014 23:15
Does anyone know a use-case for one of those: LinearMipmapNearest, NearestMipmapLinear?
Corey Richardson
@cmr
Jul 09 2014 23:16
I haven't seen one, they never really made sense to me.
Dzmitry Malyshau
@kvark
Jul 09 2014 23:16
I believe the following types would be enough: Point, Bilinear, Trilinear. The remaining NearestMipmapNearestis what I'm undecided about.
Yeah, my shot hit pretty close. Here are the modes we should strike for: http://en.wikipedia.org/wiki/Texture_filtering see "Filtering methods"
Brendan Zabarauskas
@brendanzab
Jul 09 2014 23:29
@kvark sounds good!