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A library for 2D graphics, written in Rust, that works with multiple back-ends

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The planned simplied draw state in https://github.com/PistonDevelopers/graphics/issues/996 suggests using: - replace operator for `Stencil::Clip` - equality comparison for `Stencil::Inside` - non-equality comparison for `Stencil::Outside` This design allows up to 255...

draft
discussion

Because of the [design constraints in APIs with PSOs](https://github.com/PistonDevelopers/graphics/issues/1030), the behavior of `Stencil` in the [simplified draw state](https://github.com/PistonDevelopers/graphics/issues/996) is limited to the set of PSOs in the backend. Supporting all...

information
draft

This issue is describing the inherent constraints of immediate design for blending, using next-gen graphics APIs backends. ### Next-gen APIs are designed for knowing the blending equation upfront 1. Next-gen...

information
draft

I am making a "game" that is like the game of life. I don't have a fast enough GPU to render a full screen of one pixel rectangles quickly. If...

discussion

I've come across a few cases where it'd be nice to be able to draw straight from some generic `FnMut`, i.e. ``` rust let f = |x: f64| x.sin() *...

enhancement
help wanted
draft
discussion

Blending is not usually required for widgets, and using a custom draw state means overhead. Perhaps we could use the native draw state? - A software rasterizer might want full...

draft
discussion

The clip draw states are static, which means if you pre-multiply alpha you get wrong blending equations. Perhaps we should change the design such that clipping modified the draw state...

discussion

Instead of setting the float type to `Scalar` explicitly, we might be able to use a default generic and lets you use the library with `f32`. - [x] `math::Matrix2d` =>...

draft
hard

The idea is to allow greater customization of graphics back-ends. This can be: - Custom shaders - Custom draw parameters such as uniforms By using `Any`, you can use it...

draft
discussion

Pre-multiplied alpha is a technique that allows correct alpha blending when rendering on top of transparent surfaces. It pre-multplies the RGB colors in the fragment shader with the alpha channel,...

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