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
Hello i hope someone here can help me understand how i can pass more complex types when building for WASM.
Every example i could find uses wasm-bindgen and wasm-pack.
But wasm-pack cannot compile to wasm32-unknown-emscripten so the build when using rust-skia fails.
I've tried to build upon the wasm-example from this project.
The Example works but as soon as i try complex types like String i run into issues regarding ffi support.
For my Project i have to send strings as well as images between JavaScript and Rust.
I don't understand how/if this is possible when building for wasm32-unknown-emscripten.
I've build a render-engine for our internal image generation needs to replace our current approach of using automation scripts with Adobe Photoshop & Illustrator.
I would really like to implement an web-based editor for the scene structure the engine uses.
If anyone would have some examples that achieve this I would be very thankful.
The text was updated successfully, but these errors were encountered:
Hello i hope someone here can help me understand how i can pass more complex types when building for WASM.
Every example i could find uses
wasm-bindgen
andwasm-pack
.But
wasm-pack
cannot compile towasm32-unknown-emscripten
so the build when usingrust-skia
fails.I've tried to build upon the
wasm-example
from this project.The Example works but as soon as i try complex types like
String
i run into issues regardingffi
support.For my Project i have to send strings as well as images between JavaScript and Rust.
I don't understand how/if this is possible when building for
wasm32-unknown-emscripten
.I've build a render-engine for our internal image generation needs to replace our current approach of using automation scripts with Adobe Photoshop & Illustrator.
I would really like to implement an web-based editor for the scene structure the engine uses.
If anyone would have some examples that achieve this I would be very thankful.
The text was updated successfully, but these errors were encountered: