mars
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55b3979ea7
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Add mountainous heightmap terrain
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2022-05-12 17:49:32 -06:00 |
mars
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50510e6946
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Particle fountain
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2022-05-12 13:35:59 -06:00 |
mars
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8b80192347
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Move predefined mesh attrs to dedicated struct
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2022-05-12 08:42:33 -06:00 |
mars
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5d0c977b5b
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Split TransformedMesh into components
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2022-05-12 08:16:32 -06:00 |
mars
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8f9b76fdaf
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Debug draw lists + legion systems
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2022-05-11 14:48:10 -06:00 |
mars
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718a26e464
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Fix camera aspect ratio resizing
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2022-05-11 13:10:46 -06:00 |
mars
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d44db2c05f
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Initial Legion support
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2022-05-11 13:00:30 -06:00 |
mars
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7e855f5a46
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scene module + better trait/generic relationships
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2022-05-11 09:30:01 -06:00 |
mars
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aaa5ea4be0
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Mesh compute skinning! (but no rasterizing yet)
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2022-05-07 21:50:27 -06:00 |
mars
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451f292605
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Enhance shaders + include preprocessing
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2022-05-05 06:24:30 -06:00 |
mars
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bc8426e37a
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Add ShaderLoader and materials/
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2022-04-27 21:14:58 -06:00 |
mars
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88333dd8bd
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Viewport trait + depth prepass
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2022-04-24 20:44:51 -06:00 |
mars
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5c3dd5ebeb
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Add DebugPass
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2022-04-23 19:57:27 -06:00 |
mars
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4313ce8017
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Add flycam
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2022-04-22 21:42:33 -06:00 |
mars
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f590edb77f
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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
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b81dbd1569
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Begin wgpu render passes
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2022-04-18 17:41:02 -06:00 |
mars
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1e54c54407
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Create mesh pass pool + redraw loop
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2022-04-18 02:21:19 -06:00 |
mars
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b6a0b345c9
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Setup winit window and wgpu::Device
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2022-04-18 01:59:26 -06:00 |
mars
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6a7b76159e
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Revert "ECS + mesh instances"
This reverts commit a9c80760ab .
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2022-04-11 17:23:55 -06:00 |
mars
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a9c80760ab
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ECS + mesh instances
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2022-04-04 23:17:30 -06:00 |
mars
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314e842dc1
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Add initial MeshPass
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2022-04-04 22:21:14 -06:00 |