contrast_renderer
wxRust2
contrast_renderer | wxRust2 | |
---|---|---|
4 | 3 | |
63 | 77 | |
- | - | |
6.1 | 0.0 | |
3 months ago | about 1 year ago | |
Rust | Rust | |
MIT License | MIT License |
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contrast_renderer
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WebGPU Fundamentals
This is true, but there is a lot more to the story. For one, WebGPU does not (yet) support mesh shaders, though it may later as an extension. For two, consider a glyph such as "o" that has two contours. Real triangulation generates a mesh that only generates triangles between the outer and inner contours, and mesh shaders aren't good at that. There are techniques (cover and stencil) that draw twice, incrementing and decrementing a winding number stored in the stencil buffer (see contrast renderer[1] for a clean modern implementation), but it does require nontrivial tracking on the CPU side, and can result in lots of draw calls to switch between the cover and stencil stages unless sophisticated batching is done.
Compute shaders avoid all these problems and work on WebGPU 1.0 today.
[1]: https://github.com/Lichtso/contrast_renderer
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Rust: State of GUI, December 2022 – KAS blog
Thanks!
You can also checkout the "feature/ui" branch in GIT [1] to get the UI framework prototype.
[1]: https://github.com/Lichtso/contrast_renderer/tree/feature/ui
- Vector Graphics on GPU
wxRust2
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Rust: State of GUI, December 2022 – KAS blog
It looks like the author of wxRust is attempting another go at bindings with https://github.com/kenz-gelsoft/wxRust2.
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wxRust2: re-exploration of Rust binding to wx
Hi, i am not the author. Maybe you could file an issue https://github.com/kenz-gelsoft/wxRust2/issues?
What are some alternatives?
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flo_draw - 2D rendering libraries for Rust and FlowBetween
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Azul - Desktop GUI Framework