added hello-world example + modified vkproccessor to live inside specs
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@@ -11,16 +11,23 @@ So, I need to figure out how to determine which objects will :
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* Get batched
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* And initialized
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The best candidate that I have right now is some sort of "scene" setup. Maybe something like
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pub struct Scene {
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drawables_bucket
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notifiable_bucket
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}
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Looks like it could possibly be specs...
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impl Scene {
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pub fn init() -> Scene {}
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pub fn get_drawable() -> Maybe iterator of drawables?
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pub fn get_notifiable() -
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Sprites currently are just a container for the meta-information needed in order to return a VertexTypeContainer.
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{{{code: lang="rust" linenumbers="True"
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pub enum VertexTypeContainer {
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TextureType(Vec<TextureVertex3D>, Arc<CanvasTextureHandle>),
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ImageType(Vec<ImageVertex3D>, Arc<CanvasImageHandle>),
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ColorType(Vec<ColorVertex3D>),
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ThreeDType(Vec<Vertex3D>),
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TextType(Vec<ColorVertex3D>),
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}
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}}}
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So for a sprite, which is a generic texture and position/size combo
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Images are similar, but instead of a "sprite" I made a computsprite because that's the only thing that uses them.
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Now if I had to shove these into a component / a set of components... I could have a component of the vertex type even?
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