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another layer of rendering indirection to support SDFs
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schell committed Jan 7, 2024
1 parent 5c18b71 commit 3d29b66
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2 changes: 1 addition & 1 deletion Cargo.toml
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Expand Up @@ -15,7 +15,7 @@ resolver = "2"
[workspace.dependencies]
async-channel = "1.8"
bytemuck = { version = "1.13.0", features = ["derive"] }
crabslab = { version = "0.1.3", default-features = false }
crabslab = { version = "0.2.0", default-features = false }
futures-lite = "1.13"
gltf = { git = 'https://github.com/gltf-rs/gltf.git', features = ["KHR_lights_punctual", "KHR_materials_unlit", "KHR_materials_emissive_strength", "extras"] }
image = "0.24"
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10 changes: 10 additions & 0 deletions DEVLOG.md
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@@ -1,5 +1,15 @@
# devlog

## Mon Jan 8, 2024

I added another ty var to `crabslab::Offset` to help with pointer math.

I've also added yet another layer of indirection around rendering.
Now the top level unit of rendering is `Rendering`, which is an enum of
`Id`s that point to different renderable things. There's an uber-vertex-shader
that tracks this and proxies to the correct sub-shader. This is in anticipation
of adding SDF rendering.

## Fri Jan 5, 2024

The slab implementation in this repo has been spun off into its own thing.
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10 changes: 6 additions & 4 deletions crates/renderling-gpui/Cargo.toml
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Expand Up @@ -10,14 +10,16 @@ default = ["winit"]
winit = ["renderling/winit", "dep:winit"]

[dependencies]
ab_glyph = { version = "0.2" }
crabslab = "0.1.3"
glam = { workspace = true, default-features = false, features = ["bytemuck", "libm"] }
glyph_brush = { version = "0.7" }
image = { version = "^0.24" }
log = "^0.4"
renderling = { path = "../renderling", default-features = false, features = ["text"] }
renderling = { path = "../renderling" }
snafu = "^0.7"
winit = { version = "^0.27", optional = true }

glam = { workspace = true, default-features = false, features = ["bytemuck", "libm"] }
wgpu = { workspace = true }
winit = { version = "^0.27", optional = true }

[dev-dependencies]
env_logger = "^0.10"
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