Nicolas Silva

Results 150 comments of Nicolas Silva

> Seems quite coincidental that that Rust release notes suggest a nice way of writing this loop too: Nice. Is it worth the msrv bump, though? wgpu has to lag...

I checked that they are indeed compiled in. They should be useful if the workload is a good enough proxy for a game (so it would still be useful to...

> All the bevy performance results have been with only info level logs enabled Assuming you mean `info` level enabled at runtime (`log::max_level() >= Info`) and none of the log...

A lot of logging was removed in #6065, so it'll be important to pick a recent revision of wgpu for new measurements. Turns out d3d12 had a fair amount more...

Thanks @Imberflur! Sounds like there is some digging to do on the bevy side to configure the tracing/logging in the most efficient way. I'm operating under the assumption that overhead...

Looks like we should detect when a buffer that has pending writes is mapped again and either: - trigger an empty submission - not map it until the next submission

I suspect that some bevy demos such as https://bevyengine.org/examples-webgpu/3D%20Rendering/load-gltf/ are hitting this issue very easily.

You can already do something like that by implementing your own `StrokeVertexConstructor` or `StrokeGeometryBuilder`. The provided [`StrokeVertex`](https://docs.rs/lyon_tessellation/latest/lyon_tessellation/struct.StrokeVertex.html) has a position_on_path`, which you can move along its `normal` depending on the...

The reason the arc is angled this way in your example is that the original angle is defined by the angle between the center and the current position of the...

I explained why arc is the way it is in lyon, I also think that this behavior is fine but that doesn't necessarily mean that it *should* be that way....