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Implement framebuffer binding and Surface creation #50

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kvark opened this issue Jul 2, 2014 · 1 comment · Fixed by #138
Closed
4 tasks done

Implement framebuffer binding and Surface creation #50

kvark opened this issue Jul 2, 2014 · 1 comment · Fixed by #138

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@kvark
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kvark commented Jul 2, 2014

TODO:

  • Framebuffer binding
  • Texture targets binding
  • Surface creation, may (partially) share the descriptor with Texture
  • Surface targets binding
@kvark kvark added this to the Ready to Roll milestone Jul 2, 2014
@kvark kvark mentioned this issue Jul 2, 2014
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@kvark kvark added feature and removed enhancement labels Jul 3, 2014
@brendanzab brendanzab reopened this Jul 3, 2014
@kvark kvark removed the ready label Jul 21, 2014
@kvark
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kvark commented Jul 27, 2014

Frame needs to be fixed. Plane is a device thing, but the user doesn't have direct texture handles from the device. Thus, Plane should be moved into the render and have resource texture handles instead, and the device will need to have a different interface forBindTarget.

@emberian emberian removed their assignment Jul 27, 2014
@kvark kvark added S-working and removed S-ready labels Jul 28, 2014
@kvark kvark self-assigned this Jul 28, 2014
adamnemecek pushed a commit to adamnemecek/gfx that referenced this issue Apr 1, 2021
50: added forgotten create_bind_group r=kvark a=porky11

I added the missing function `create_bind_group` and some important data types.
See an example [here](https://github.com/porky11/wgpu/blob/uniform-buffer-example/examples/hello_triangle_rust/main.rs). (Should work when filling the vertex buffer with useful values).

Co-authored-by: Fabio Krapohl <fabio.u.krapohl@fau.de>
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