Elias Gabriel Amaral da Silva
Elias Gabriel Amaral da Silva
> * [rust-windowing/winit#1072](https://github.com/rust-windowing/winit/issues/1072) It seems that it was closed by [rust-windowing/winit#1221](https://github.com/rust-windowing/winit/pull/1221), so it should be checked. I suspect that many other issues are solved by now too!
> For your particular use case, I would probably generate and upload the game assets during `draw` instead. Is there any reason why this may not work? I don't know...
My current plan is to first generate a map skeleton using petgraph, then lay it out on a lower resolution image, then do a bunch of stuff on top of...
> How often are you submitting a new texture to the GPU? I don't know yet! > We should probably perform some benchmarks and profile it before optimizing anything, specially...
~~The last cloned is definitively unneeded, because collect already allocates a new memory buffer (so `.cloned().collect()` copies the stuff, then copies again to the collected container - in this case,...
About [`graphics::Image::from_image`](https://docs.rs/coffee/0.3.1/coffee/graphics/struct.Image.html#method.from_image): if we could ensure tha all backends always receive rgba buffers when uploading textures, then receiving ```rust pub fn from_image(gpu: &mut Gpu, image: &image::RgbaImage) -> Result ``` Is...
@RalfJung > We do not need such a heavy hammer for floating-point operations because their non-deterministic choice is much more local, confined to each individual operation. But it in principle...
Maybe it would be feasible if there were a high quality library for abstract floats?
I was thinking about this and the only way this issue can ever be addressed is if Rust had a software floatng point implementation that perfectly emulates each supported platform...
This might be a Linux / KDE issue then (I'm running Plasma 5.16 on Xorg).