ebkalderon/amethyst forked from amethyst/amethyst
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Integrate amethyst_renderer #7
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derekdreery
and others
added some commits
Apr 25, 2017
Merge pull request #186 from derekdreery/inputhandler_mouse_move
Implement InputHandler for mouse movement
Core asset management
+ Adds a crate "amethyst-assets" + Example usage and README.md This commit contains the core functionality for asset management. This means that e.g. formats or special syntax are to be done.
Input rebind patch (#247)
* Add input rebinding * Correct lots of typos. * Rewrite axis_value to be cleaner. * Add _released functions to compliment _down functions. * Remove outdated inline comment * Rename functions to be less confusing. * Add missing doc comments
Convert to specs v0.9 (#250)
* specs v0.9 compiled * examples on specs v.0.9 * docs on specs v0.9 * Remove adding default system . Add to . Fix formatting and commenting issues * Sort imports. Remove unncesessary * TransformSystem is not thread-local. Sorting stuff * Add direct access to World
No nightly support (#254)
* Update readme Add language to indicate we don't officially support nightly or beta branches of Rust. * Update README.md * Update CONTRIBUTING.md * Change language to be a bit less harsh.
Move config back into amethyst_config (#255)
* Move config back into its original crate so it can be used outside of amethyst * Fix up documentation and examples for newer macro * Travis develop branch specifier, alphabetical order for subcrates
ebkalderon
and others
added some commits
Apr 18, 2017
Update dependencies, add cam.rs
Add several static methods to Rgba Allow color::Rgba to be used in constant buffers Rename encoder.rs to enc.rs, update Encoder type Allow light types to be uploaded as constant buffers Add &Scene to PostprocFn, add LightIter and MeshIter to Scene type Derive Serialize, Deserialize for TextureBuilder
Update deps, add prelude.rs, add rust-derivative, add SystemExt trait…
…, basic Event and EventsIter code
Disable cgmath simd (b/c nightly), use derivative in renderer, add Ra…
…wGlobal to Effect, change EffectBuilder
Rendering stuff (#3)
* New DrawFlat pass. Example sphere works with DrawFlat * Three pass kinds. Prep, Main and Post * Implement some physically based rendering * Revert unnecessary change * Correct DrawFlat. Use size of vertex type from parameter. Fix sphere example. Clear draw buffer. Remove unnecessary 'use's * Add new vertex format 'PosNormTangTex' which holds tangent vector along with normal. * Correct default normal texture * Accept tangent vector in shaders * Correct fresnel calculation in pbm.glsl * Use normal map in pbm.glsl Use PosNormTangTex in material example * Improve vertex attribute query by 'WithField' trait * Make linking easier for users of 'Effect' * Bound in 'Slice' instance in MeshBuilder::finish * Fix data linking * Move parts of shader algorithm into functions * Apply passes in stage in sequence they were added. Use next slice of encoders for each pass (reusing last encoder from previous slice) * Apply all parallelable passes with single for_each * A little refactoring.
Boost performance of examples, fix broken doc tests, tweak encoders_r…
…equired, use iterators in Stage::apply
omni-viral
closed this
Aug 15, 2017
omni-viral
deleted the
omni-viral:renderer_rebase
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Aug 15, 2017
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omni-viral commentedAug 15, 2017
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edited
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omni-viral
edited Aug 15, 2017 (most recent)
MeshComponent,MaterialComponent,LightComponentMechBuilder,TextureBuilderandMaterialBuildercan beSend + Sync + 'staticnowMechBuilderandMaterialBuilderinRenderSystemSceneon each frame. Slow. Need rework here.