This commit is contained in:
2020-03-11 20:14:27 -07:00
parent db8cbdc77e
commit 268c605d32
2 changed files with 54 additions and 16 deletions

View File

@@ -8,9 +8,10 @@ Creation-Date: 2020-02-03T22:11:42-08:00
=== Trac3r : A program to convert images to 2D toolpaths ===
TODO:
[ ] Text rendering is half implemented.
[x] Text rendering is half implemented.
[ ] Pathfinder vulkan backend implementation
[ ] Currently using local copies of a few libraries:
shade_runner
[x] shade_runner ( not gonna happen, my fork has diverged too far )
vulkano/vulkano-win
vulkano/vulkano-shaders
vulkano/vulkano
@@ -18,7 +19,6 @@ Creation-Date: 2020-02-03T22:11:42-08:00
[*] Figure out how to make this POS stable (semi stable)
--------------------
[[~/source/Trac3r-rust/doc/sfml_rust/index.html|Documentation Root]]
@@ -38,9 +38,11 @@ Creation-Date: 2020-02-03T22:11:42-08:00
==== Context switching ====
So lets finish this text rendering!
Okay. So now I have gotten myself into a bit of a pickle with the text rendering. What was supposed to be an "easy" hack to get it to work, ended turning into a complete vulkan backend written for the pathfinder gpu abstraction layer. This luckily is within my level of skill (I think) but it is no small task.
I remember using a triangle fan to render the fonts using the stencil buffer swapping
When I finally get this done, I should be able to allow [[VkProcessor]] to implement the Device trait, and then replicate the behaviour I am writing for the PoC!!
After this. I should have very robust and (hopefully) simple text rendering interface.
--------------------