twitvault
contrast_renderer
Our great sponsors
twitvault | contrast_renderer | |
---|---|---|
4 | 4 | |
145 | 63 | |
- | - | |
10.0 | 6.1 | |
about 1 year ago | 3 months ago | |
Rust | Rust | |
MIT License | MIT License |
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.
twitvault
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Twitter archiver: Make your own simple, public, searchable Twitter archive
Another shameless plug: I made a cross platform "native (Rust with Webkit)" desktop app that does the same thing (Win/Lin/Mac). It also allows you to see your "profile" afterwards in the app, search within your Tweets, and allows backing up things like mentions, responses, likes, etc:
https://github.com/terhechte/twitvault
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Rust: State of GUI, December 2022 – KAS blog
I recently build this side project with Dioxus:
https://terhechte.github.io/twitvault/
Here's a review of the experience of using it:
https://www.reddit.com/r/rust/comments/zegv2e/comment/izb6nl...
- Twitvault: Cross-Platform Desktop app to archive your Twitter profile
- Twitvault, a Rust/Dioxus Desktop app that archives your Twitter data for offline access and searching
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
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