Jay Oster

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The code in question might need to be shared to get a proper diagnosis. But in general, this kind of thing can happen when your pixel buffer is larger than...

The egui screen descriptor size is being initialized from constants in the sample code, but it should be initialized to match the default window size. Are you sure the constants...

> But isn't this the size I create the window with? Not necessarily! The `LogicalSize` is internally scaled by the [`dpi` scale factor](https://docs.rs/winit/latest/winit/dpi/index.html). It is recommended that you query the...

What actually happens when your surface texture does not match the window size depends on the backend. The Vulkan backend (default for Windows and Linux) refuses to do anything, so...

This should give you a much clearer sense of what the two textures look like. I captured these with [RenderDoc](https://renderdoc.org/) on Windows 11. This is the "backing texture" for the...

I use the [`pix`](https://docs.rs/pix/latest/pix/) crate with `pixels` in a game I am working on to handle compositing operations. It was a little work to setup initially, but it allows copying...

That is an important detail, yeah. I was under the impression that the "analog video signal" was constructed on the CPU side. But then the good news is that you...

It looks like an off by one based on the error message, but this is a new failure mode to me. Do your displays have different logical pixel sizes? Maybe...

When I get home, I'll verify the test suite with the latest stable capstone, and cut a release. :+1:

@one-thunder Pretty sure that's going to require the patch, and I've been extreeeemely lazy, I mean busy. ;(