mars
|
30e7134415
|
Code cleanup
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2022-05-08 15:42:30 -06:00 |
mars
|
1208be73bd
|
LOTS of skinned meshes
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2022-05-07 22:17:10 -06:00 |
mars
|
39b2bd7f44
|
Add MeshPool TODO
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2022-04-26 20:17:31 -06:00 |
mars
|
f590edb77f
|
Render a triangle!
- Refactor `RenderPass` and `RenderPassBox` APIs
- Add basic `mesh_shader.wgsl`
- Decouple `MeshLayoutBindingIndices` from `MeshLayoutBindings`
- Create `MeshPass` render pipeline
- `MeshPass` creates an example mesh
- `MeshPass` flushes `MeshPool`
- `MeshPass` actually draws meshes
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2022-04-19 01:48:05 -06:00 |
mars
|
257acf56d2
|
Clean up mesh.rs
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2022-04-18 20:20:35 -06:00 |
mars
|
ba12827dd6
|
MeshPool thread safety
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2022-04-18 20:10:59 -06:00 |
mars
|
b4d6d6cba0
|
AttrPool keeps buffer; impl MeshPool::flush()
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2022-04-18 01:21:12 -06:00 |
mars
|
07a26d86fe
|
MeshLayouts and iter_meshes()
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2022-04-18 00:52:17 -06:00 |
mars
|
2ac5da0164
|
MeshPool redux
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2022-04-17 22:05:44 -06:00 |
mars
|
b45cf13386
|
Enhance mesh pooling
|
2022-04-15 21:13:27 -06:00 |
mars
|
db3a34ff05
|
Add initial mesh pooling
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2022-04-15 17:32:06 -06:00 |