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Safe OpenGL wrapper for the Rust language.

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I have a test that draws 1 million quads. It works reasonably well on my macbook pro. Claims to get 50 fps. However as soon as resize the window it...

Maybe I'm missing something, but it seems like enabling double buffering also causes vsync to be enabled. As in my frame time going from `1ms` to e.g. `16ms` solely by...

I can't figure out how to write and use a transform feedback enabled vertex shader that takes in as well as writes to a `VertexBuffer` of the same type. The...

In #1777 I missed that the PR actually broke the code. Only later in #1778 the problem was pointed out to me in manual review. Right now, travis CI is...

According to [The OpenGL ES 3.0 Spec](https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml#id-1.6.11.1) (and my own experiences) some of the unsized internal formats are not available on OpenGL ES (which is in contrast to the situation...

Right now the only place where the `backtrace` dependency is used is in the error reporting - it would be very nice to be able to turn this feature off...

help wanted

On my 1920x1080 monitor on wayland, I'm getting a 1920x1050 framebuffer. I think this may be because the titlebar winit draws on wayland is ~30 pixels tall. However I'm in...

Hey! I'm trying to use a texture to buffer the result before I display it on a window. So i used a fill() to copy the buffer from the texture...

Something like: ``` rust let program = glium::ProgramPrototype::new() .vertex_shader(vs_src) .fragment_shader(fs1_src) .fragment_shader(fs2_src) .geometry_shader(gs_src) .build().unwrap(); ``` It's probably the best possible API, and it's well suited since you can add multiple shaders...

T-enhancement

I was a webgl developer and I'm new to rust and desktop opengl, using glium for learning and testing. I followed the example, draw a simple quad, add a simple...