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#wgpu

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Ivan Enderlin 🦀<p>`vello_svg`, <a href="https://github.com/linebender/vello_svg" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/linebender/vello_sv</span><span class="invisible">g</span></a>.</p><p>An integration to render SVG files with Vello.</p><p>Play with it in the browser, <a href="https://linebender.org/vello_svg/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">linebender.org/vello_svg/</span><span class="invisible"></span></a>.</p><p><a href="https://floss.social/tags/svg" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>svg</span></a> <a href="https://floss.social/tags/gpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gpu</span></a> <a href="https://floss.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://floss.social/tags/vello" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>vello</span></a> <a href="https://floss.social/tags/RustLang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RustLang</span></a></p>
Ivan Enderlin 🦀<p>Vello, <a href="https://github.com/linebender/vello" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">github.com/linebender/vello</span><span class="invisible"></span></a>.</p><p>Vello is a 2D graphics rendering engine written in Rust, with a focus on GPU compute. It can draw large 2D scenes with interactive or near-interactive performance, using `wgpu` for GPU access.</p><p>The more I learn about Vello, the more I'm fascinated by the number of state-of-the-art techniques that are used. It's so rich.</p><p>e.g. Fast GPU bounding boxes on tree-structured scenes, <a href="https://arxiv.org/abs/2205.11659" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">arxiv.org/abs/2205.11659</span><span class="invisible"></span></a></p><p><a href="https://floss.social/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://floss.social/tags/engine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>engine</span></a> <a href="https://floss.social/tags/gpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gpu</span></a> <a href="https://floss.social/tags/2d" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>2d</span></a> <a href="https://floss.social/tags/RustLang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RustLang</span></a> <a href="https://floss.social/tags/GPU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GPU</span></a> <a href="https://floss.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a></p>
Luigi311<p>Out of curiosity do any of the <a href="https://mastodon.social/tags/mobilelinux" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>mobilelinux</span></a> devices support WGPU? I have tested both <a href="https://mastodon.social/tags/FLX1" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>FLX1</span></a> and <a href="https://mastodon.social/tags/PPP" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PPP</span></a> and neither one seems to work even though WGPU supports GLES and they both support GLES 3 but seems like WGPU doesnt work on it even if glxgears does. I opened a ticket for FLX1 a while back but I marked it as potentially a halium based issue. </p><p>I want to see if any other device is working before i open a mobile linux ticket</p><p><a href="https://mastodon.social/tags/WGPU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WGPU</span></a> <a href="https://mastodon.social/tags/linuxmobile" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>linuxmobile</span></a> <a href="https://mastodon.social/tags/pmos" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>pmos</span></a> <a href="https://mastodon.social/tags/postmarketos" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>postmarketos</span></a> <a href="https://mastodon.social/tags/mobian" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>mobian</span></a></p>
jbz<p>🦾 wgpu: A cross-platform, safe, pure-Rust graphics API. </p><p>「 wgpu is a cross-platform, safe, pure-rust graphics API. It runs natively on Vulkan, Metal, D3D12, and OpenGL; and on top of WebGL2 and WebGPU on wasm.</p><p>The API is based on the WebGPU standard. It serves as the core of the WebGPU integration in Firefox, Servo, and Deno 」</p><p><a href="https://github.com/gfx-rs/wgpu" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">github.com/gfx-rs/wgpu</span><span class="invisible"></span></a></p><p><a href="https://indieweb.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://indieweb.social/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://indieweb.social/tags/webgl2" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>webgl2</span></a> <a href="https://indieweb.social/tags/webgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>webgpu</span></a> <a href="https://indieweb.social/tags/wasm" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wasm</span></a></p>
bµg<p>Is it me or there doesn't seem to have a <a href="https://fosstodon.org/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> consensus on how to do some wgpu rendering in a random window?</p><p>Examples seem to be stuck in an old version of winit¹, none of the wgpu.rs examples seem to work on the website², ...</p><p>The barrier of entry seems even worse than doing some Vulkan + C with the awful glslang. Quite a depressing sight... </p><p>¹ <a href="https://github.com/sotrh/learn-wgpu/issues/549" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/sotrh/learn-wgpu/is</span><span class="invisible">sues/549</span></a><br>² <a href="https://wgpu.rs/examples/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">wgpu.rs/examples/</span><span class="invisible"></span></a></p><p><a href="https://fosstodon.org/tags/rustlang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rustlang</span></a> <a href="https://fosstodon.org/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a></p>
Andreas Reich<p>Lotsa great stuff landed again in the <a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> release earlier this week :)<br><a href="https://github.com/gfx-rs/wgpu/releases/tag/v24.0.0" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/gfx-rs/wgpu/release</span><span class="invisible">s/tag/v24.0.0</span></a></p><p>wgpu profiler (<a href="https://crates.io/crates/wgpu-profiler" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">crates.io/crates/wgpu-profiler</span><span class="invisible"></span></a>) and my minifb interop example (<a href="https://github.com/Wumpf/minifb_wgpu_web_and_desktop" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/Wumpf/minifb_wgpu_w</span><span class="invisible">eb_and_desktop</span></a>) are now updated as well to wgpu 24 (:</p>
Bernie<p>WGPU v22.0.0 (Our first major version release!)</p><p><a href="https://github.com/gfx-rs/wgpu/releases/tag/v22.0.0" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/gfx-rs/wgpu/release</span><span class="invisible">s/tag/v22.0.0</span></a><br><a href="https://mstdn.io/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mstdn.io/tags/webgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>webgpu</span></a> <a href="https://mstdn.io/tags/wasm" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wasm</span></a> <a href="https://mstdn.io/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a></p>
Niklas Korz<p>I'm happy to announce I will be speaking at <a href="https://rheinneckar.social/tags/RustFestZurich" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RustFestZurich</span></a> this year. My talk is about Linon, a graphical <a href="https://rheinneckar.social/tags/RustLang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RustLang</span></a> application I began writing during my MSc studies at <span class="h-card" translate="no"><a href="https://xn--baw-joa.social/@uniheidelberg" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>uniheidelberg</span></a></span> for interactively exploring the visual effects of continuous refraction or distortion of light rays. The application is based on <a href="https://rheinneckar.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a>, making heavy use of <a href="https://rheinneckar.social/tags/WGSL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WGSL</span></a> compute shaders.</p><p><a href="https://rustfest.ch/talks/interactive-exploration-of-nonlinear-ray-casting-with-rust-and-wgpu/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">rustfest.ch/talks/interactive-</span><span class="invisible">exploration-of-nonlinear-ray-casting-with-rust-and-wgpu/</span></a></p><p><a href="https://rheinneckar.social/tags/Rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Rust</span></a> <a href="https://rheinneckar.social/tags/Zurich" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Zurich</span></a> <a href="https://rheinneckar.social/tags/RustFest" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RustFest</span></a> <a href="https://rheinneckar.social/tags/RustFestEU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RustFestEU</span></a> <a href="https://rheinneckar.social/tags/WebGPU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WebGPU</span></a> <a href="https://rheinneckar.social/tags/WebAssembly" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WebAssembly</span></a></p>
UNDLTD<p>Yay, I have just drawn a window with a half-transparent background on <a href="https://tldr.nettime.org/tags/wayland" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wayland</span></a> (<a href="https://tldr.nettime.org/tags/sway" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>sway</span></a>) using <a href="https://tldr.nettime.org/tags/Rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Rust</span></a> and <a href="https://tldr.nettime.org/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> - with only two lines changed from the official tutorial [1].</p><p>p.s. hacking is one of the ways I'm trying to keep myself sane in the middle of the war.</p><p>[1]: <a href="https://sotrh.github.io/learn-wgpu/beginner/tutorial2-surface/#first-some-housekeeping-state" rel="nofollow noopener" target="_blank"><span class="invisible">https://</span><span class="ellipsis">sotrh.github.io/learn-wgpu/beg</span><span class="invisible">inner/tutorial2-surface/#first-some-housekeeping-state</span></a></p>
Az<p>Today I released my first (two) <a href="https://mastodon.gamedev.place/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> crates! 🎉<br>mesh_to_sdf generates a signed distance field from a 3D mesh and its client lets you visualize it to fine-tune the parameters (and more).</p><p>It's agnostic to your math library, so you start using it right now with <a href="https://mastodon.gamedev.place/tags/bevy" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>bevy</span></a> <a href="https://mastodon.gamedev.place/tags/fyrox" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>fyrox</span></a> or your favorite math library / game engine.</p><p><a href="https://crates.io/crates/mesh_to_sdf" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">crates.io/crates/mesh_to_sdf</span><span class="invisible"></span></a><br><a href="https://crates.io/crates/mesh_to_sdf_client" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">crates.io/crates/mesh_to_sdf_c</span><span class="invisible">lient</span></a><br><a href="https://github.com/Azkellas/mesh_to_sdf" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/Azkellas/mesh_to_sd</span><span class="invisible">f</span></a></p><p><a href="https://mastodon.gamedev.place/tags/rustlang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rustlang</span></a> <a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.gamedev.place/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
Az<p>The good news is, my sdf vis is now with perfect spheres and not quads.</p><p><a href="https://mastodon.gamedev.place/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
Az<p>Anyone fancy a game?</p><p><a href="https://mastodon.gamedev.place/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.gamedev.place/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a></p>
Az<p>Improving the renderer with hdri and reflections. I swear the particles are coming back soon.</p><p><a href="https://mastodon.gamedev.place/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.gamedev.place/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a></p>
Az<p>hello_sponza.jpg</p><p><a href="https://mastodon.gamedev.place/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.gamedev.place/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a></p>
Jan :rust: :ferris:<p>Blitz | High <a href="https://floss.social/tags/performance" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>performance</span></a> <a href="https://floss.social/tags/HTML" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>HTML</span></a> and <a href="https://floss.social/tags/CSS" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>CSS</span></a> renderer powered by <a href="https://floss.social/tags/WGPU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WGPU</span></a> - by the team at DioxusLabs</p><p><a href="https://github.com/DioxusLabs/blitz" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">github.com/DioxusLabs/blitz</span><span class="invisible"></span></a></p><p>Looks like a really interesting project!</p>
Jan :rust: :ferris:<p><span class="h-card" translate="no"><a href="https://mastodon.gamedev.place/@elementbound" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>elementbound</span></a></span> Good question! I honestly have no idea. ¯\_(ツ)_/¯</p><p>Maybe because it uses <a href="https://floss.social/tags/bevy" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>bevy</span></a> vello:</p><p><a href="https://github.com/simbleau/vong/blob/main/src/main.rs#L11" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/simbleau/vong/blob/</span><span class="invisible">main/src/main.rs#L11</span></a></p><p><a href="https://github.com/vectorgameexperts/bevy-vello" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/vectorgameexperts/b</span><span class="invisible">evy-vello</span></a></p><p><a href="https://floss.social/tags/vello" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>vello</span></a> is "an experimental GPU _compute-centric_ 2D renderer."</p><p><a href="https://github.com/linebender/vello" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">github.com/linebender/vello</span><span class="invisible"></span></a></p><p>Seems like it turtles all the way down, lol. 😅 </p><p><a href="https://floss.social/tags/Rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Rust</span></a> <a href="https://floss.social/tags/RustLang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RustLang</span></a> <a href="https://floss.social/tags/Graphics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Graphics</span></a> <a href="https://floss.social/tags/GPU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GPU</span></a> <a href="https://floss.social/tags/WGPU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WGPU</span></a></p>
Az<p>I've been wanting to move out from babylon to rust for my <a href="https://mastodon.gamedev.place/tags/genart" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>genart</span></a> projects recently, but without losing the comfort of hot-reloading and no compile time.<br>Fast forward a bit and here it is! A <a href="https://mastodon.gamedev.place/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> template project with:<br>- native and wasm export<br>- shader hot reload<br>- rust hot reload<br>- egui integration<br>- wgsl preprocessor with imports<br>- three demos: a simple polygon, boids, and 3d raymarching </p><p>Feel free to try it out and play with it. Any feedback is welcome! ❤️ <br>⬇️<br><a href="https://github.com/Azkellas/rust_wgpu_hot_reload/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/Azkellas/rust_wgpu_</span><span class="invisible">hot_reload/</span></a></p>
‮ :v_cat:​ :neocat_trans_cute: aynuL​‮‮Self stream promo
Beatrix<p>Mesh loading implemented :3</p><p><a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.gamedev.place/tags/GraphicsProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GraphicsProgramming</span></a></p>
Jan :rust: :ferris:<p><span class="h-card"><a href="https://hachyderm.io/@khionu" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>khionu</span></a></span> <br>Oh, I completely agree! I'm always in awe, when I see those modern games. Just beautiful! 💖 </p><p>&gt; I've made it past this <a href="https://floss.social/tags/WGPU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WGPU</span></a> tutorial [...]</p><p>This sounds awesome! :awesome: </p><p>Maybe the following will be of interest to you (I haven't read it, though):</p><p>Physically Based <a href="https://floss.social/tags/Rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Rendering</span></a></p><p><a href="https://www.pbrt.org/" rel="nofollow noopener" target="_blank"><span class="invisible">https://www.</span><span class="">pbrt.org/</span><span class="invisible"></span></a></p><p>"Physically Based Rendering introduces the concepts and theory of <a href="https://floss.social/tags/photorealistic" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>photorealistic</span></a> rendering hand in hand with the source code for a sophisticated renderer."</p><p>You can read it free online.</p>