bors[bot] a8a1990303 Merge #32
32: Add conversion matrix from OpenGL to wgpu r=kvark a=dragly

The matrices in the examples are given in an OpenGL-like coordinate system,
while a Vulkan-like coordinate system is used by wgpu. This was previously
partially corrected in the shader and by flipping the up axis of the camera,
but left the x-axis mirrored in the final result.

This change adds a conversion matrix to framework.rs that can be used
to convert from OpenGL to wgpu. This also allows us to set the
winding-order to counter-clockwise, which matches the ordering in the data.

Co-authored-by: Svenn-Arne Dragly <dragly@cognite.com>
Co-authored-by: Dzmitry Malyshau <dmalyshau@mozilla.com>
2019-07-08 13:11:07 +00:00
2019-06-16 21:15:22 -07:00
2019-06-11 21:02:30 -04:00
2019-06-16 21:15:15 -07:00
2019-05-29 17:20:33 +10:00
2019-06-24 21:59:42 +10:00
2019-05-10 10:36:31 -04:00
2019-06-16 21:15:22 -07:00

wgpu-rs

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This is an idiomatic Rust wrapper over wgpu-native. It's designed to be suitable for general purpose graphics and computation needs of Rust community. It currently only works for the native platform, in the future aims to support WASM/Emscripten platforms as well.

Cube Shadow MipMap vange-rs Brawl GLX map

Usage

The library requires one of the following features enabled in order to run any of the examples:

  • "vulkan"
  • "metal"
  • "dx12"
  • "dx11"

These examples assume that necessary dependencies for the graphics backend are already installed. For more information about installation and usage, refer to the Getting Started gfx-rs guide.

Friends

Shout out to the following projects that work best with wgpu-rs:

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