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  • Nov 18 15:11
    kvark commented #3097
  • Nov 18 05:15
    bors[bot] closed #3097
  • Nov 18 05:15
    bors[bot] commented #3097
  • Nov 18 05:15

    bors[bot] on hal-0.4

    Backport of #3096 to hal-0.4 br… Bump gfx-backend-dx11 to 0.4.3 Merge #3097 3097: Backport of … (compare)

  • Nov 18 04:56

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  • Nov 18 04:56

    bors[bot] on staging

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  • Nov 18 04:56

    bors[bot] on staging.tmp

    Backport of #3096 to hal-0.4 br… Bump gfx-backend-dx11 to 0.4.3 [ci skip][skip ci][skip netlify… (compare)

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  • Nov 18 04:56
    kvark commented #3097
  • Nov 18 04:12
    moxian edited #3097
  • Nov 18 04:11
    moxian opened #3097
  • Nov 18 01:54
    bors[bot] closed #3095
  • Nov 18 01:54

    bors[bot] on master

    Upgrade to smallvec 1.0 Merge #3095 3095: Upgrade to s… (compare)

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  • Nov 18 01:14

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    bors[bot] on staging

    Upgrade to smallvec 1.0 Merge #3095 3095: Upgrade to s… (compare)

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    Upgrade to smallvec 1.0 [ci skip][skip ci][skip netlify… (compare)

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  • Nov 18 00:56
    bors[bot] closed #3096
  • Nov 18 00:56
    bors[bot] closed #3092
Brendan Zabarauskas
@brendanzab
yes
Dzmitry Malyshau
@kvark
Would be even more exciting if @cmr joins the crowd!
Coraline Sherratt
@removed~csherratt
I can supply cats
Brendan Zabarauskas
@brendanzab
@kvark do we even need a initialization error for now?
Dzmitry Malyshau
@kvark
where?
Brendan Zabarauskas
@brendanzab
for gfx::start
Dzmitry Malyshau
@kvark
we don't seem to be using it
Brendan Zabarauskas
@brendanzab
I mean, the errors seem to come from initing glfw, but that is separate
Dzmitry Malyshau
@kvark
nice
@bjz I guess you can remove InitError
Dzmitry Malyshau
@kvark
@bjz in this Metal triangle example vertex data looks very much the same as in GL, draw call is also the same (drawPrimitives(0,3)), the only real difference I see is that there is no notion of shader program... Gnm has it implemented this way as well, and I supposed DX11 too, so everyone but GL?.. Hence, that is a problem with our shader abstraction - just something to think about.
Brendan Zabarauskas
@brendanzab
yeah, the shaders are pre-compiled into libs
Brendan Zabarauskas
@brendanzab
I think you can build up some sort of set of pipeline builder objects on different threads, then send them to a command queue
@photex beep
@photex gonna join in on the spinning trianglethon?
Coraline Sherratt
@removed~csherratt
Not a goo
Not a good time to break X
Brendan Zabarauskas
@brendanzab
?
brendanzab @bjz cannot parse @csherratt's comments
Coraline Sherratt
@removed~csherratt
Driver update did not go well. I am now on a smart phone.
Brendan Zabarauskas
@brendanzab
:(
Brendan Zabarauskas
@brendanzab
@photex ^
@csherratt ^
Dzmitry Malyshau
@kvark
@bjz I'll keep an eye on gitter and GH activity, but will not participate in the vidyo room. Have a good time hacking!
Brendan Zabarauskas
@brendanzab
aww, I wanted to see your face for once!
Dzmitry Malyshau
@kvark
@bjz sorry, my linux lappy is a flash-free environment, and my macmini doesn't have a webcam. You can still see my face on linkedin ;) Besides, you didn't show up either!
just wondering, is the goal of the hackaton to get the triangle spinning?
Brendan Zabarauskas
@brendanzab
yes!
still figuring out your patch
I think it might be good to have a simple triangle example, then one with the more complex stuff you added
I'm wondering if we should move to #rust-gamedev for the meetup
@kvark aslo, do you know about the bitflags! macro?
might be useful for some bitfield thingies in the messages
Brendan Zabarauskas
@brendanzab
@kvark could you join the irc?
Dzmitry Malyshau
@kvark
@bjz do you propose to have a spinning textured triangle as a separate sample? I'm good with it, sure. As for the bitflags - I considered it and rejected. If the ShaderStage type is a bitflag, then passing it for shader creation makes it less secured comparing to enum, because the user may pass Vertex | Fragment or something along these lines. Please correct me if that's wrong. I haven't figured out the best way to store block usage yet, but good thing is - it's not required for anything at the moment, so we can postpone the solution.
Brendan Zabarauskas
@brendanzab
parse_storage is nice :)
@bvssvni o/
Dzmitry Malyshau
@kvark
@bjz thanks! it's one of the brightest spots in the CL
@bvssvni hi Sven!
Brendan Zabarauskas
@brendanzab
I wonder if there is a better name for it though - I don't really understand what it does
could you add some more docs to your patch?
@bvssvni we are chatting about #23
Dzmitry Malyshau
@kvark
@bjz I agree there is very little documentation that I put in. Please let me know what needs to be covered other than parse_storage.
@bjz this function takes GL enum that describes either a vertex attribute format or a uniform parameter format, and deconstructs it into our strongly typed representation
Brendan Zabarauskas
@brendanzab
@kvark what do you think of cgmath#93?
Dzmitry Malyshau
@kvark
@bjz I pretty much expressed my thoughts on #93 already. A simple map() would be much better than the whole PR
Brendan Zabarauskas
@brendanzab
agreed