Edwin Cheng

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Nice, we should keep this issue as open when we figure it out how to do this properly.

Im thinking about only support WebGL 2.0 ... would you break your things ??

Right now you can enable the GLSL Shader Version 300 es by adding: ``` #define USE_GLSL_300ES ``` at the beginning of your .vs / .fs code. It will add the...

Looks awesome as always :) Im still working on the Sponza demo for performance tuning, and maybe added defered shading support on it. Right now it is only around 20fps...

OMG... that's fast. That's why gaming in Mac is such as a bad experience :( So maybe i just added back some points light and fixed the shadow artifacts and...

Release mode or Debug mode ? I just tested the boxes example in native mode, it runs smooth 60 fps in release mode ...

How do we handle different version of glsl ? WebGL 1 is based on GLSL 1.20 and WebGL 2 is based on GLSL 3.30 ? And as i remember correctly,...

On the other hand, if you just want to use simple wasm+webgl stuff, you can use [web-sys](https://rustwasm.github.io/wasm-bindgen/examples/webgl.html) as the alternative. (unrust was created before wasm-bindgen was developed.)

The simple answer is no. However, as i know, the main crate for basic desktop development in rust is [winit](https://github.com/tomaka/winit), which handling all window management works. And about opengl part,...

And uni-gl and uni-app is just an wrapper crate for these 2 modules, and use stdweb to bridge the js-webgl call (at the time of development of unrust, gl-rs still...