Tristam MacDonald
Tristam MacDonald
Sent PR #18 to bump the glium version, as it's broken past glium 0.26 at the moment. Happy to help out herding PRs/releases through if you like, since I'm making...
> After all, the function is about "look", it implies the camera. Lots of types of objects have an intrinsic "look" direction. Characters, spaceships, guns, and so on. But regardless...
That is how I'm accomplishing this currently, but from my perspective it's a sufficiently common operation that it'd be nice to have it in the main API.
As an additional data point, the same samples run fine on Windows/NVidia (as expected), which tends to point to a MoltenVK-specific issue, or some sort difference in the way MoltenVK...
The workaround is fine, albeit likely negatively impacting performance, but are we *sure* this is a MoltenVK bug, and not an issue between Vulkano and varying interpretations of the spec?...
That's probably more of an ask for one of glutin or winit, to allow wrapping existing window handles. The GL API doesn't handle context creation, so you need an intermediary...
`gl.BindAttribLocation` is the unfortunate edge case here. It's idiomatic in modern OpenGL to explicitly bind attribute locations before program linking, to ensure that all shaders in your application use a...
I've moved to passing around the gl.Attrib values directly, which works, but I'd love to be able to pass around the indices by themselves, to avoid exposing gl.* types in...
Taking a stab at this with #62
This is still pretty painful. The interactions with this lifetime mean that any object which embeds wgpu resources becomes untouchable the instant you record one of those resources into a...