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  • Aug 11 18:47

    phaazon on doc

    Documentation and make vertex b… (compare)

  • Aug 10 23:51

    phaazon on doc

    Buffer doc. (compare)

  • Aug 10 11:32

    phaazon on doc

    Documentation on lib.rs, blendi… (compare)

  • Aug 08 14:46

    phaazon on normalized-vertex-attribs

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  • Aug 08 14:45

    phaazon on master

    Add full support for normalized… (compare)

  • Aug 08 14:45
    phaazon closed #156
  • Aug 08 14:16
    phaazon opened #156
  • Aug 08 14:16

    phaazon on normalized-vertex-attribs

    Add full support for normalized… (compare)

  • Aug 08 14:16

    phaazon on normalized-vertex-attribs

    Add full support for normalized… (compare)

  • Aug 08 12:47
    phaazon milestoned #155
  • Aug 08 12:47
    phaazon labeled #155
  • Aug 08 12:47
    phaazon labeled #155
  • Aug 08 12:47
    phaazon labeled #155
  • Aug 08 12:47
    phaazon opened #155
  • Aug 08 12:46
    phaazon labeled #144
  • Aug 08 12:46
    phaazon labeled #144
  • Aug 08 12:46
    phaazon labeled #144
  • Aug 08 12:44
    phaazon demilestoned #101
  • Aug 08 12:43

    phaazon on more-vtx-attribute-types

    Start work on matrices as verte… Make vertex attribute more “nor… Implement failible vertex attri… and 5 more (compare)

  • Aug 08 12:42

    phaazon on readmes

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tinaun
@tinaun
@phaazon any idea why my textures would be showing up black? i can upload texels and read them back, im not getting any shader errors, my other uniform is working fine, my uv coords are fine, everything else is showing up as expected
right now its just a 64x64 texture thats all blue
tinaun
@tinaun
anyway besides that i really like this library
Dimitri Sabadie
@phaazon
hey @tinaun, sorry for the delay
I remember you asked directly on the issues tracker, I guess your problem was fixed, right?
tinaun
@tinaun
yeah
luminance has been working super well for me, it’s a great library
Dimitri Sabadie
@phaazon
nice
I’m happy to hear that!
what are you building with it?
tinaun
@tinaun
https://gist.github.com/tinaun/ed5ed7a4303d9f1f53a0ff616a72d749 im working on a proc-macro derive for luminance
thought it would be interesting
never have done proc macro stuff before
Dimitri Sabadie
@phaazon
yeah
I wanted to do that but I went for regular macros instead
like the one for uniform_interface!
if you succeed to make it… :heart_eyes:
I’m currently refactoring all the windowing part in luminance-glfw to make it easier to implement separate render loops vs. event loops
Adel Prokurov
@playX_gitlab
Is there some examples how to use luminance?
tinaun
@tinaun
yeah
tinaun
@tinaun
the example hasn't been updated in a while
tinaun
@tinaun
Adel Prokurov
@playX_gitlab
Thanks for example!
Dimitri Sabadie
@phaazon
hello
I’m currently working on making the documentation good and writing an examples/ directory
playX
@playXE
Hello everyone, how i can use vertex for 3d objects?
   |
47 |     let direct_cube = Tess::new(&mut surface,Mode::Triangle,&triangle,None);
   |                           ^^^^^^^^^ the trait `std::convert::From<&[([{float}; 3], [{float}; 3]); 3]>` is not implemented for `luminance::tess::TessVertices<'_, _>`
Dimitri Sabadie
@phaazon
hello @pigprogrammer, have you found a solution to your problem?
I should hang around / have email notifications for this channel… :D
Stephen Olsen
@saolsen

Is there a good way to see what the mappings from uniform interface to glsl uniform types is? I have an array of rgba pixels I captured from the screen and am trying to upload to a texture and display. My interface is

uniform_interface! {
    struct ShaderInterface {
        tex: &'static BoundTexture<'static, Flat, Dim2, RGBA8UI>
    }
}

I upload the array with upload_raw and then in my shader trying to sample it with uniform sampler2D tex; but getting an error program created: UniformWarning(TypeMismatch("tex", "requested usampler2D doesn’t match"))

Stephen Olsen
@saolsen
hello?
@phaazon
Dimitri Sabadie
@phaazon
hello
I’ve answered your issue on github :)
I need to find a way to get notifications from gitter