TIL `curl parrot.live`
Thank you @timsaucer, my life has been improved.
Rustacean at https://www.rerun.io/
graphics enthusiast, co-maintainer of wgpu <3
Previously game engine dev @ Unity & Havok
TIL `curl parrot.live`
Thank you @timsaucer, my life has been improved.
@shram86 nonono, the PRs are great! The copy of the same text into an issue just so the PR has an issue to close (which wasn't there before the PR) is silly bureaucracy most of the time though imho.
I keep seeing people opening issues on open source projects the exact same time they open PRs to fix them, often about minor things.
I'm baffled every time. It's almost like that there's some deep rooted believe there here *has* to be obnoxious process otherwise it's not software.
@zehreken The confusing almost exception to this are the `Srgb` tagged formats: technically they only applies the srgb [inverse-transform/transfer function](https://en.wikipedia.org/wiki/Transfer_functions_in_imaging) on read/write (colloquially known as gamma) but practically one also assumes the color space to be sRGB https://en.wikipedia.org/wiki/SRGB
@zehreken Graphics API texture formats for the _most_ part have surprisingly little to do with how color is represented. They're all more like storage with different element representations. Color spaces are a separate can of worms
@bug minifb is, well, minimal. So expect lotsa "missing" stuff. But @daniel_collin has been very responsive to pull requests :)
It's overall geared towards getting a window up for setting pixels via cpu/rust code - using it for gpu rendering stretches that a bit but works quite well still
Portability isn't as good as winit, won't be able to run on Android for instance.
@aras thanks, suspected as much, heh. Indeed a pattern I've seen as well 🙉
@Elabajaba @aras oh cool, didn't know, that's great news!
@aras Woah that's a whole bunch! 😮Having worked a tiny bit with video myself, each of these lines in there sounds like a crazy journey 🙇
Curious, how do you deal with licensing/patent/whatnot issues around shipping HEVC support? Firefox to this day doesn't support it because of that
@bug wgpu's own examples depend on community contributions to get winit up to date, see https://github.com/gfx-rs/wgpu/pull/5709
It doesn't _have_ to be winit though! I've done an example with minifb over here https://github.com/Wumpf/minifb_wgpu_web_and_desktop
egui(-wgpu) has an up to date winit integration
As for wgpu.rs/examples not working I wasn't aware, created an issue here https://github.com/gfx-rs/wgpu/issues/7363
TIL: Fibonacci Lattice sphere sampling.
https://extremelearning.com.au/how-to-evenly-distribute-points-on-a-sphere-more-effectively-than-the-canonical-fibonacci-lattice/
Feels like magic! Third column in the picture below
I think it worked out :)
Not 100% sure the SH is all correct, but quick checks looked promising. Best I add some debug options to the ui so I can easier compare "real-sky" with "SH sky"
Also, really need some shadow casting and anti-aliasing 😊
Said sky is very much in progress. A half-done implementation of Sébastien Hillaire's "A Scalable and Production Ready
Sky and Atmosphere Rendering Technique". Plus some place-holder heightmap
Quick and dirty sphere sampling test. Very happy how quick this is to hack in Python (and @rerundotio , okay I'm obviously biased ;-))
https://github.com/Wumpf/terrain_and_stuff/blob/143efa85a32857e9dc1e7bb25ebbebea0882c907/sketches/sphere_sampling.py
Plan is to use this for computing Spherical Harmonics from sky for my pet project :)
@Loco sounds bizarre, but I do several times a week when screen sharing bits of code
Not stepping near Visual Studio though and most other IDEs nowadays can zoom their entire ui (not just the text editor) via ctrl/cmd + '+' ;-)
Just a miiiiiinor detour into my efforts of implementing Hillaire's "Scalable and Production Ready Sky and Atmosphere" in my pet project: WebGPU spec compliant dual-source-blending for #wgpu
My first PR to the Naga shader compiler :3
https://github.com/gfx-rs/wgpu/pull/7146
I've been long contributing to wgpu and more recently co-maintaining it, but I somehow always avoided the shader side of things
@logicalerror any resemblance to Unity is pure coincidence amiright 😁
@daniel_collin Of course! that would be pretty neat I think.
The web setup might be a bit nasty though. I geared that repo towards working easily on web, but that uses an xtask to handle all the tooling for bindgen & hosting
@djee done & published in 0.21
Thanks for poking! 🙃
@daniel_collin that's were all those fix prs came from I opened on minifb :D