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  • Jan 22 15:49
    kvark synchronize #3611
  • Jan 22 05:18
    kvark synchronize #3611
  • Jan 22 05:17
    kvark synchronize #3611
  • Jan 22 04:59
    JOE1994 commented #3567
  • Jan 21 15:11
    kvark opened #3611
  • Jan 21 09:42
    Gordon-F edited #3604
  • Jan 21 02:47
    grovesNL reopened #3389
  • Jan 21 02:47
    grovesNL commented #3389
  • Jan 21 02:42
    bors[bot] closed #3610
  • Jan 21 02:42
    bors[bot] closed #3389
  • Jan 21 02:42

    bors[bot] on master

    Update spirv-cross to version 0… Merge #3610 3610: Update spirv… (compare)

  • Jan 21 02:42
    bors[bot] commented #3610
  • Jan 21 02:34
    grovesNL edited #3610
  • Jan 21 02:30

    bors[bot] on staging.tmp

    (compare)

  • Jan 21 02:30

    bors[bot] on staging

    Update spirv-cross to version 0… Merge #3610 3610: Update spirv… (compare)

  • Jan 21 02:30

    bors[bot] on staging.tmp

    Update spirv-cross to version 0… [ci skip][skip ci][skip netlify… (compare)

  • Jan 21 02:30

    bors[bot] on staging.tmp

    [ci skip][skip ci][skip netlify] (compare)

  • Jan 21 02:25
    grovesNL opened #3610
  • Jan 21 02:25
    grovesNL review_requested #3610
  • Jan 20 22:11
    mkeeter commented #3389
Dzmitry Malyshau
@kvark
@bjz could you perhaps do the presentation instead of @photex if he will not be able to make it?
Dzmitry Malyshau
@kvark
@bjz eh, you used some features that my rust version doesn't have, so now I have a 2h pause to wait for rust to compile...
Brendan Zabarauskas
@brendanzab
justr download the nightly :)
kvark @kvark needs to schedule rust to build every night
brendanzab @bjz has a little script to do it
Brendan Zabarauskas
@brendanzab
so much faster
Dzmitry Malyshau
@kvark
so you are no longer building it yourself?'
Brendan Zabarauskas
@brendanzab
nope
not ehn I am doing lib work
I only build when I am actually working on the repo itself
ie. compiler work or on the standard libs
brendanzab @bjz is playing with ways of doing handles, but is not happy with anything he does
brendanzab @bjz will probably have to sleep on it
Dzmitry Malyshau
@kvark
handles of events?
Brendan Zabarauskas
@brendanzab
oh for the gl stuff - instead of typedefs
Dzmitry Malyshau
@kvark
oh sure. Is that what @photex code was about? EntityData and such?
Brendan Zabarauskas
@brendanzab
oh, more like something like: struct Handle<T, I> { id: I } pub enum Buffer {} ...
but it gets a little annoying
:/
Dzmitry Malyshau
@kvark
BTW, what is cgcore-rs supposed to be? I find it weird that an empty repo has 2 watches and stars :)
Brendan Zabarauskas
@brendanzab
I have a cgcore?
:o
kvark @kvark laughs
Brendan Zabarauskas
@brendanzab
ok, I have to head out for abit
bbl
I will let my subconcious brew on this all, then get back to banging my head against a brick wall later
I would love this API to be super slick, but it that takes a lot of effort
kvark @kvark wishes we didn't have as many layers... #9
Brendan Zabarauskas
@brendanzab
yep, I agree
it is so confusing with all the different type names :(
Dzmitry Malyshau
@kvark
haha, I got used to it. But I don't want the fresh blood (if any) to suffer again
Brendan Zabarauskas
@brendanzab
we will figure it out, and it will look effortless, and folks will wonder how we did it
:)
ok, gotta run, thanks again for the awesome :triangular_ruler: work :D
<3 <3 <3
Dzmitry Malyshau
@kvark
lol, bye!
Brendan Zabarauskas
@brendanzab
I'm wondering if what we actually want for the 'calls' are futures... dunno whether the overhead of them is too high. apparently aturon wants to refactor them
Dzmitry Malyshau
@kvark
@bjz nope, I hasn't got into Metal yet. Are you pitching it for the sake of gfx-rs portability or just as a general interest?
kvark @kvark still remembers S3 MeTaL... ah those sweet times in UT
Brendan Zabarauskas
@brendanzab
just general interest
@kvark So how high level do you think the renderer will be?
Dzmitry Malyshau
@kvark
@bjz my basic vision is pretty much explained in #3, though no-one seem to have reacted to that
Brendan Zabarauskas
@brendanzab
I'll look again! :D
Brendan Zabarauskas
@brendanzab
will we be thinking about things like cameras, shadows and culling?
if not, maybe we could think about scrapping the render task...?
Dzmitry Malyshau
@kvark
@bjz basically, renderer should operate on meshes, target sets, programs, render states, and environments. The last one is the only that really need to be designed. It is supposed to capture all the shader parameter values (which, together with the render states, are covering any high-level material needs, supposedly)
@bjz I believe cameras, shadows, and culling can be left to a higher level engine outside of the renderthread, but I'll need to think this through...