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  • 19:15
    mandeep edited #3041
  • 04:53
    aleksijuvani opened #3042
  • 04:39
    mandeep edited #3041
  • 04:39
    mandeep opened #3041
  • Oct 11 15:20
    bors[bot] closed #3040
  • Oct 11 15:20
    bors[bot] closed #3036
  • Oct 11 15:20
    bors[bot] closed #3023
  • Oct 11 15:20
    bors[bot] closed #3036
  • Oct 11 15:20
    bors[bot] closed #3023
  • Oct 11 15:20

    bors[bot] on master

    gl: Bump wasm-bindgen version gl: Remove coherent requirement… gl: Bump glow version and 2 more (compare)

  • Oct 11 15:20
    bors[bot] commented #3040
  • Oct 11 14:51

    bors[bot] on staging.tmp

    (compare)

  • Oct 11 14:51

    bors[bot] on staging

    gl: Bump wasm-bindgen version gl: Remove coherent requirement… gl: Bump glow version and 2 more (compare)

  • Oct 11 14:51

    bors[bot] on staging.tmp

    gl: Bump wasm-bindgen version gl: Remove coherent requirement… gl: Bump glow version and 2 more (compare)

  • Oct 11 14:51

    bors[bot] on staging.tmp

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

  • Oct 11 11:45
    grovesNL synchronize #3040
  • Oct 11 09:09
    demurgos commented #3040
  • Oct 11 01:05
    grovesNL opened #3040
  • Oct 11 01:05
    grovesNL review_requested #3040
  • Oct 10 18:52
    demurgos commented #3036
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
Dzmitry Malyshau
@kvark
Sorry, I'm unable to either follow IRC or write documentation at the moment... If I were you, I'd accept my PR and start looking for the way to provide UBO params, then update mvp matrix into one of these buffers each frame.
Brendan Zabarauskas
@brendanzab
awesome
Brendan Zabarauskas
@brendanzab
@kvark merged!