gfx
glutin
gfx | glutin | |
---|---|---|
11 | 8 | |
5,325 | 1,936 | |
0.0% | 0.6% | |
0.0 | 7.1 | |
about 1 year ago | 14 days ago | |
Rust | Rust | |
Apache License 2.0 | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
gfx
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How to learn writing a Wayland compositor?
Understand Wayland concepts: Familiarize yourself with the basic concepts and principles of Wayland. This will help you gain a solid understanding of how the system works. You can refer to the official Wayland documentation (https://wayland.freedesktop.org/docs/html/) and the Wayland book (https://wayland-book.com/). Learn Rust: If you're not already proficient in Rust, take some time to learn the language. The Rust Book (https://doc.rust-lang.org/book/) is a great place to start. Study existing Wayland compositors: Since you mentioned Anvil and smallvil, you can study their source code to gain insights into how they're designed and implemented. Try to understand the structure and how different components interact with each other. Dive into Smithay: Smithay (https://github.com/Smithay/smithay) is a Rust library for building Wayland compositors. Familiarize yourself with the library and its components. You can start by studying the provided examples and reading the API documentation. Learn graphics programming: Since you're interested in graphics effects, you'll need to learn about graphics programming concepts, such as shaders, framebuffers, and texturing. Vulkan (https://www.vulkan.org/) is a popular graphics API that you can use with Rust. Check out the following resources to learn more about Vulkan and graphics programming in Rust: Vulkan Tutorial (https://vulkan-tutorial.com/) gfx-rs (https://github.com/gfx-rs/gfx), a Rust graphics library Vulkano (https://github.com/vulkano-rs/vulkano), a safe, pure-Rust wrapper around the Vulkan API Start small: Break down the compositor project into smaller, manageable tasks. Begin by implementing basic functionality, like setting up a window and drawing simple shapes. Gradually add more features, such as input handling and window management. Ask for help: Join the Wayland and Rust communities to ask questions and seek advice. You can find them on forums, mailing lists, and chat platforms like Discord or IRC. The Wayland mailing list (https://lists.freedesktop.org/mailman/listinfo/wayland-devel) and the Rust programming subreddit (https://www.reddit.com/r/rust/) are good places to start. Iterate and experiment: As you progress, keep experimenting with different graphics effects and shaders. Try to implement the features you're interested in, such as blur, window previews, and window switching.
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Rendering broken by rust 1.67 field ordering
For users of old school crate _gfx_ v0.18 I have PRs that will fix this issue without any additional changes (https://github.com/gfx-rs/gfx/pull/3791) though I suppose there aren't too many such users nowadays...
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Why is it that I need to invert the projection matrix in Vulkan and how should that be handled when supporting multiple render backends?
The gfx-backend-* READMEs each have a graphic explanation that is very useful. As others have said, the best way to handle this is with a flipped viewport, but I've never seen a satisfactory explanation as to why this doesn't mess with front/back faces and culling.
- Language for game engine
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WGPU vs Vulkan?
From https://github.com/gfx-rs/gfx
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Graphics Libraries?
https://github.com/gfx-rs/gfx#hardware-abstraction-layer
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Wgpu: Copies into 3D images are not supported
Searching through the source code for wgpu and its dependencies, the error is coming from the gfx-rs DirectX 11 backend. I am guessing this is because of a limitation of DirectX 11. The easiest thing to do would probably be to try switching to the DirectX 12 or Vulkan backends.
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I built a simple C8 emulator/debugger/disassembler (Rust)
Looks like they are using https://github.com/ggez/ggez which in turn uses https://github.com/gfx-rs/gfx for low-level drawing to the screen
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OpenGL in Rust
There is also gfx-rs, which should be easier to use than opengl.
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Ask HN: How to self-learn graphics programming?
https://crates.io/crates/tiny-skia
You can put things together pretty easily with these libs. And they also let you skip the gpu boilerplate (I should note that tiny-skia works only in the CPU).
Lastly, you have shader programming (OpenGL, Vulkan, etc.). If you're writing "production code" you'll have to do some setting up of the GPU, and the actual graphics code will be in a separate shader language. Shader languages are similar to C but with restrictions that allow for a high level of parallism, making it extremely fast. If you want to get started with this I'd recommend playing around on a site like shadertoy[1] where you can start writing shaders right away. I haven't done much of this myself but as far as Rust goes I've seen a lot of references to the gfx crate:
https://crates.io/crates/gfx
I hope this helps
[1] https://www.shadertoy.com/
glutin
- glutin: A low-level library for OpenGL context creation, written in pure Rust.
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Emacs GPU rendering
Yeah, render Emacs via GPU. We get underlined display server opengl context using surfman or glutin. Since PGTK is gtk, we are using gl_area. Replaced the Cairo drawing with this Firefox's Webrender. Using this, you can except some improvements to rendering. However, I dont know how to do benchmarks regarding GUI rendering.
- glutin 0.30.0 released with major rewrite decoupling from winit
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GameRoy: a cross platform and highly accurate Game Boy emulator
But I think this will be solved when I switch back the GL context creation to glutin (thankfully, version 0.30 will decouple from windows creation), and I rewrite sprite-render.
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Hide mouse cursor in piston?
Hello, I'm a beginner rust dev trying to make a simple thingy in piston. I've got a picture to follow the mouse cursor, but when I try to hide the cursor with window.set_capture_cursor(true) , it seems like mouse events seize to exist. I found this bug report Mouse Grabbing and MouseMoved Event · Issue #696 · rust-windowing/glutin (github.com) , but that was resolved years ago. I'm using pistoncore-glutin_window = "0.70.1". Am I doing something wrong? If not, is there any other easy way to hide the cursor?
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Learn OpenGL with Rust: creating a window
Luckily, there are quite a few libraries out there that provide this functionality, some of them specifically aimed at OpenGL. Those libraries save us all the operation-system specific work and give us a window and an OpenGL context to render in. One of those libraries is glutin. It allows us to create an OpenGL context, define window parameters, and handle user input, which is plenty enough for our purposes.
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chocho install neovide || neovide , doesnt start , a window pops up for 1 second and then it closes out and nothing happens
Yeah this is a known issue in VMs https://github.com/rust-windowing/glutin/blob/master/ISSUES.md but I haven't found a way to fix it. It does not even work with llvmpipe mesa, which provides the newest OpenGL drivers.
- GitHub - hecrj/iced: A cross-platform GUI library for Rust, inspired by Elm
What are some alternatives?
glium - Safe OpenGL wrapper for the Rust language.
wgpu - Cross-platform, safe, pure-rust graphics api.
kiss3d - Keep it simple, stupid 3d graphics engine for Rust.
wgpu-rs - Rust bindings to wgpu native library
iced - A cross-platform GUI library for Rust, inspired by Elm
SameBoy - Game Boy and Game Boy Color emulator written in C
rusttype - Mirror of https://gitlab.redox-os.org/redox-os/rusttype
surfman - Accelerated offscreen graphics for WebGL
printpdf - An easy-to-use library for writing PDF in Rust
book - The Rust Programming Language