texturing works, next will be images
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@@ -91,7 +91,9 @@ fn main() {
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let sprite = Sprite::new_with_color((0.,0.), (0.1,0.1), (1.,0.,0.,1.));
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let sprite2 = Sprite::new_with_color((-1.,-0.5), (0.1,0.1), (0.,1.,0.,1.));
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let compu_sprite1 = CompuSprite::new((-1.,-0.5), (0.1,0.1), processor.new_swap_image((300, 300)));
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let compu_sprite1 = CompuSprite::new((-1.,-0.5), (0.1,0.1),
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// This swap image needs to match the size of the compute
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processor.new_swap_image((720, 756)));
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let image_data = load_raw(String::from("funky-bird.jpg"));
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let compute_buffer = processor.new_compute_buffer(image_data.0, image_data.1, 4);
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@@ -99,8 +101,9 @@ fn main() {
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let compute_kernel = processor.get_kernel_handle(String::from("simple-edge.compute"))
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.expect("Can't find that kernel");
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let handle = processor.get_texture_handle(String::from("funky-bird.jpg")).unwrap();
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let sprite3 = Sprite::new_with_texture((0.3, 0.5), (0.1,0.1), handle.clone());
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while let Some(p) = window.get_position() {
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@@ -158,6 +161,7 @@ fn main() {
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let mut canvas = CanvasFrame::new();
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canvas.draw(&sprite);
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canvas.draw(&sprite2);
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canvas.draw(&sprite3);
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canvas.draw(&compu_sprite1);
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(frame_future) = processor.run(&surface, frame_future,
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