Where communities thrive


  • Join over 1.5M+ people
  • Join over 100K+ communities
  • Free without limits
  • Create your own community
People
Repo info
Activity
  • 10:59

    bors[bot] on trying.tmp

    (compare)

  • 10:59

    bors[bot] on trying

    Format code using rustfmt Try #3131: (compare)

  • 10:59

    bors[bot] on trying.tmp

    Format code using rustfmt [ci skip][skip ci][skip netlify… (compare)

  • 10:59

    bors[bot] on trying.tmp

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

  • 10:59
    kvark commented #3131
  • 09:49
    bors[bot] closed #3132
  • 09:48

    bors[bot] on master

    Fix Android surface creation Merge #3132 3132: Fix Android … (compare)

  • 09:48
    bors[bot] commented #3132
  • 09:33

    bors[bot] on staging.tmp

    (compare)

  • 09:33

    bors[bot] on staging

    Merge #3132 3132: Fix Android … (compare)

  • 09:33

    bors[bot] on staging.tmp

    Fix Android surface creation [ci skip][skip ci][skip netlify… (compare)

  • 09:33

    bors[bot] on staging.tmp

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

  • 09:33
    kvark commented #3132
  • 09:31
    kvark labeled #3133
  • 09:31
    kvark labeled #3133
  • 09:31
    kvark labeled #3133
  • 09:31
    kvark labeled #3133
  • 09:31
    kvark labeled #3133
  • 09:31
    kvark opened #3133
  • Jan 27 20:42
    francesca64 opened #3132
Corey Richardson
@cmr
@csherratt one crate per project, but you can put multiple Cargo.toml, one for each subdirectory.
It will look in the right place.
Brendan Zabarauskas
@brendanzab
@cmr you have the org now?
I am wondering if we should have an org per project...
:/
Corey Richardson
@cmr
@bjz you are also an owner
of the org
Dzmitry Malyshau
@kvark
@cmr is it possible to "transfer" the project? or do we need to re-create it?
Corey Richardson
@cmr
Yes.
@bjz can go into the repo admin page and do a transfer
Dzmitry Malyshau
@kvark
I suppose the same happened to rust at some point. I kinda like the automatic redirection that happened afterwards
Dzmitry Malyshau
@kvark
Got the proper parameter link errors now:
#[automatically_derived]
impl ::gfx::ShaderParam<_ParamsLink> for Params {
    fn create_link<S: ::gfx::ParameterSink>(__arg_0: &S) ->
     Result<_ParamsLink, ::gfx::ParameterLinkError<'static>> {
        ::std::result::Ok(_ParamsLink{b:
                                          match __arg_0.find_block("b") {
                                              Some(_p) => _p,
                                              None =>
                                              return ::std::result::Err(::gfx::LinkMissingBlock("b"))
                                          },
                                      x:
                                          match __arg_0.find_uniform("x") {
                                              Some(_p) => _p,
                                              None =>
                                              return ::std::result::Err(::gfx::LinkMissingUniform("x"))
                                          },
                                      t:
                                          match __arg_0.find_texture("t") {
                                              Some(_p) => _p,
                                              None =>
                                              return ::std::result::Err(::gfx::LinkMissingTexture("t"))
                                          },})
    }
}
Corey Richardson
@cmr
:ear_of_rice:
Dzmitry Malyshau
@kvark
@cmr what does that mean? too much code?
Corey Richardson
@cmr
I have no idea.
I just picked a random emoji
Dzmitry Malyshau
@kvark
I'm really excited about this system. It's gonna be the greatest shader parameter architecture I've ever worked with. Kudos to @csherratt for the vision!
Corey Richardson
@cmr
Agree! Yay Rust!
Do you think it will be done this weekend? :horse_racing:
Dzmitry Malyshau
@kvark
@cmr If I had the whole day in my disposal - yes, but there is a lot of stuff I need to do family-wise, so please expect the PR next week.
Corey Richardson
@cmr
Ok
Dzmitry Malyshau
@kvark
@cmr besides, It will not work until rust-lang/rust#15814 is merged
Corey Richardson
@cmr
@kvark greased the wheels a bit for that one :sparkles:
Dzmitry Malyshau
@kvark
@cmr :fast_forward: :fast_forward: :fast_forward: thanks!
Brendan Zabarauskas
@brendanzab
So are we 100% sure that gfx-rs is a good name?
cmr @cmr likes it
Brendan Zabarauskas
@brendanzab
(for the lib)
Corey Richardson
@cmr
extern crate gfx; and now all of your graphical needs are solved ;)
Brendan Zabarauskas
@brendanzab
yeah, that's nice
my only worry is the addition of -rs
Dzmitry Malyshau
@kvark
indeed :dart:
Marvin Löbel
@Kimundi
Yeah, I'm not sure how the -rs should be handled in general
Brendan Zabarauskas
@brendanzab
-rs is good for bindings
and wrappers to existing APIs/libs
where as gfx is a level above
Dzmitry Malyshau
@kvark
I just kinda got used to it. Not minding any name as long as it says something and is used consistently
Corey Richardson
@cmr
I like -rs for project names.
Marvin Löbel
@Kimundi
Me too, but there needs to be a convention about how the library should be called
cause extern crate gfx-rs doesn't work, and making extern crate foo = "foo-rs" the convention seems bad :)
Dzmitry Malyshau
@kvark
We need to migrate to the org chat room...
Brendan Zabarauskas
@brendanzab
@Kimundi yeah, extern crate foo = "foo-rs" is a little unfortunate... :(
Corey Richardson
@cmr
I like foo-rs for the project name, but once you are inside the universe of rustc, having rs anywhere in a name doesn't make sense
Brendan Zabarauskas
@brendanzab
yep
Dzmitry Malyshau
@kvark
I just realized that prototype-3 has one important ability lacking - to ensure that all the program parameters are provided. Now the question is whether I should finish prototype-3 first, merge, and then continue to p-4.
p-3 should be mostly forward-compatible (from the user standpoint), so I guess that should be fine
anyway, bbl
Brendan Zabarauskas
@brendanzab
So we are good with gfx-rs? I think I am good with it.
cmr @cmr is good with it
Corey Richardson
@cmr
@kvark what is the end goal of Surface stuff? FBO/render target support?