Almar Klein
Almar Klein
> @almarklein perhaps we can split off the important parts for https://github.com/pygfx/pygfx/issues/882 separately from this? To be honest I'd rather wrap up this PR, and improve on it in future...
> To my knowledge, PCIe transfers MUST be done on aligned memory, both on the HOST (CPU) and the TARGET (GPU). Ah, I had no idea ... nice to see...
> I can't see any difference on a GPU powered device You can also see this as good news 🤷
I fixed the interpolation at the edges. First to demonstrate the problem, I basically patched: ```py gfx.ImageBasicMaterial(clim=(0, 255), interpolation='linear') ... for x in (u, v): x[:h//4, :w//4] = 50 x[h//4:,...
@hmaarrfk ready?
This is related to linear / physical colorspace vs [sRGB](https://en.wikipedia.org/wiki/SRGB). It's common that in shaders you work with linear (i.e. physical) colors, so that things like interpolation (over faces) and...
I'm attempting to update, but my I'm somewhat overwhelmed by the Rust type errors: E.g. I get a ton of these; is the suggestion from the Rust compiler the way...
Ah, great to see you've already made the changes. That segfault sounds bad. I might also have a look.
I reviewed your changes, and it looks fine to me (albeit my Rust knowledge is limited). I especially checked the code related to surfaces, but cannot find anything suspicious of...
Can you try the `cube.py` example from wgpu-py. That's a bit closer to the metal, and you could also try replacing this line https://github.com/pygfx/wgpu-py/blob/b5e9f66e13fb83b8976e65ad7aea8fa35437bd3f/examples/cube.py#L30 with `render_texture_format = wgpu.TextureFormat.bgra8unorm_srgb`.