Piping just the vertex glyph representation first to test the stencil buffer
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@@ -2,67 +2,43 @@ Content-Type: text/x-zim-wiki
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Wiki-Format: zim 0.4
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Creation-Date: 2020-02-03T22:11:42-08:00
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====== Home ======
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[[~/source/Trac3r-rust/doc/sfml_rust/index.html|Documentation Root]]
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Main Systems:
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[[~/source/Trac3r-rust/doc/sfml_rust/sprite/index.html|Spri]][[~/source/Trac3r-rust/doc/sfml_rust/sprite/index.html|te]]
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[[VKProcessor:CanvasContainerClasses]]
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Docs
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[[VkProcessor]] [[~/source/Trac3r-rust/doc/sfml_rust/vkprocessor/struct.VkProcessor.html|===========]]
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[[VKProcessor:CanvasState|CanvasState]] [[~/source/Trac3r-rust/doc/sfml_rust/canvas/canvas_state/index.html|===========]]
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[[VKProcessor:DynamicVertex|DynamicVertex]] ===========
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[[VKProcessor:CompuState|CompuState]] [[~/source/Trac3r-rust/doc/sfml_rust/compute/compu_state/struct.CompuState.html|===========]]
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--------------------
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=== Trac3r : A program to convert images to 2D toolpaths ===
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TODO:
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+ Text rendering is half implemented.
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+ Need generalized interface for render (image, texture, text)
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+ Currently using local copies of a few libraries:
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[ ] Text rendering is half implemented.
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[ ] Currently using local copies of a few libraries:
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shade_runner
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vulkano/vulkano-win
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vulkano/vulkano-shaders
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vulkano/vulkano
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[ ] Get a new GPU
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--------------------
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====== Warming Up ======
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[[~/source/Trac3r-rust/doc/sfml_rust/index.html|Documentation Root]]
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Docs
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[[VkProcessor]] [[~/source/Trac3r-rust/doc/sfml_rust/vkprocessor/struct.VkProcessor.html|===========]]
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[[VKProcessor:CanvasState|CanvasState]] [[~/source/Trac3r-rust/doc/sfml_rust/canvas/canvas_state/index.html|===========]]
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[[VKProcessor::CanvasFrame|CanvasFrame]] ===========
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[[VKProcessor:CompiledShader|CompiledShader]] ===========
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[[VKProcessor:CompuState|CompuState]] [[~/source/Trac3r-rust/doc/sfml_rust/compute/compu_state/struct.CompuState.html|===========]]
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[[VKProcessor:DynamicVertex|DynamicVertex]] (dead) ===========
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[[Drawables]] ===========
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Currently I'm getting my bearings again on this project.
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=== canvas ===
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I made a maybe(?) good change to the heirarchy of the canvas. Hiding the construction of handles from anything outside.
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Currently, canvas is separated out to
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* A state container: CanvasState
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* An Interface class CanvasFrame
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* `Managed` objects. Aka, everything that CanvasState holds
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CanvasText is just laying around until I use it...
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Shader pipeline objects exists in one level of managed
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Handle and Buffer objects exists in the base managed level
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== Do I commit to the all handles in handles.rs? ==
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FYI The shader API is actually pretty badass
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load_shader::<GenericShader, ColorVertex2D>("shadername", a, b);
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--------------------
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So right now it looks like I am having some trouble in the drawing of the CanvasFrame I've crafted.
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It is seriously just a Vector of VertexTypes. Which should be fine
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==== Context switching ====
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So lets finish this text rendering!
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I remember using a triangle fan to render the fonts using the stencil buffer swapping
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--------------------
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