You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Feb 1, 2023. It is now read-only.
i was originally keen to use vulkano, but this is probably way too low-level for what i need and is definitely not supported by the pocketbeagle. luminance looks really sweet, but only works on OpenGL 3.3. gfx seems the next obvious candidate, but has yet to release a new re-write gfx-hal@0.1.
while i was pretty keen to get started in the topic, after talking with someone good at graphics i've learned that rendering 1200 pixels (20 edges, each 1m long, with 60 pixels/m) is no big deal for a cpu. this way i can focus in other areas, and make some sweet cpu modes that are redux-y.
The text was updated successfully, but these errors were encountered:
Sign up for freeto subscribe to this conversation on GitHub.
Already have an account?
Sign in.
keen to learn how to use graphics code (glsl), what better way to render pixels colors on the gpu.
i see that the pocketbeagle uses the SGX530 gpu chip: "PowerVR's Series5 SGX series features pixel, vertex, and geometry shader hardware, supporting OpenGL ES 2.0 and DirectX 10.1 with Shader Model 4.1."
i was originally keen to use vulkano, but this is probably way too low-level for what i need and is definitely not supported by the pocketbeagle. luminance looks really sweet, but only works on OpenGL 3.3. gfx seems the next obvious candidate, but has yet to release a new re-write
gfx-hal@0.1
.while i was pretty keen to get started in the topic, after talking with someone good at graphics i've learned that rendering 1200 pixels (20 edges, each 1m long, with 60 pixels/m) is no big deal for a cpu. this way i can focus in other areas, and make some sweet cpu modes that are redux-y.
The text was updated successfully, but these errors were encountered: