Open Joe23232 opened 2 years ago
Hey @Joe23232!
Draw
API which has an immediate-mode like API, but with an implementation that is a bit of a hybrid. When using Draw
, it collects a big list of commands which are only encoded onto a GPU command buffer upon a call to draw.to_frame
, or one of the draw::Renderer
methods for writing to a texture. Draw
and the draw::Renderer
are also designed to re-use resources where possible, like the CPU-side mesh in Draw
or the graphics pipelines in draw::Renderer
.glium
, then moved onto Vulkan via vulkano
, but for the past couple years have been using wgpu
which has been by far the nicest experience, and I don't see us switching away from it any time soon.winit
and wgpu
do (not sure about cpal
used by nannou_audio
), but neither @JoshuaBatty or I have used nannou for mobile yet and I personally don't recall anyone doing so. I'd imagine this might have become at least a little easier as of #812 as I think I remember there being some issues still when attempting to target Android with Vulkan.wgpu/wgpu_teapot_camera.rs
is probably the closest demo at the moment, though is rather verbose as it involves setting up a custom wgpu pipeline. @JoshuaBatty has a branch in the works that aims to add 3D camera support to Draw
to make doing 3D stuff with Draw
a lot easier which we plan to review together soon.
Hey guys I have some questions regarding nannou: