Consider using gfx_scene
Hematite seems to be a good candidate for gfx high-level rendering. Without loosing too much abstraction/flexibility, you'd get scene culling and sorting for free. If it needs some custom logic for the culler, this can be done too.
Note: this partially conflicts with a possible Glium renderer, if you want to have any, so just beware.
gfx_scene has been depricated since 2017, rendy seems like the natural successor, although it is still unstable.
Wgpu-rs would be ideal for this
On May 7, 2019, at 19:55, Nopey Nope [email protected] wrote:
gfx_scene has been depricated since 2017, rendy seems like the natural successor, although it is still unstable.
— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub, or mute the thread.
I have ported hematite to wgpu-rs
Remaining work:
- [x] Fix the upside-down camera
- [ ] Upstream
pistoncore-winit_windowchanges - [ ] Upstream
gfx_voxel, perhaps aswgpu_voxel - [x] Set the sky color? It was blue before..
- [ ] Consider replacing the shader Makefile with a
build.rsscript - [ ] Update those cargo dependancy graphs, and readmes?
- [x] Hide the mouse
- [x] Remove the unused fields from
Rendererstruct

@Nopey please check out this matrix transform: https://github.com/kvark/vange-rs/blob/7a42537eefe9d03b56e229cf9d14bd015c749860/src/space.rs#L84-L94
I'm considering removing the dependency graphs from gfx_voxel and hematite rather than updating them, due to the large tangle of dependencies from wgpu-rs.