This renames:
- `get_frame` to `frame`
- `get_frame_mut` to `frame_mut`
- `set_clear_color` to `clear_color`
Which more closely follows convention set by the standard library et al.
* feat(wgpu): upgrade wgpu from 13 to 14
* Address feedback
* Bump tao in `minimal-tao` example
* Bump fltk in `minimal-fltk` example
* Bump egui in `minimal-egui` example
* Bump MSRV to `1.65`
* Bump crates in `imgui-winit` example
* Delete `minimal-sdl2` example
* Fix clippy lints
* Update examples/minimal-egui/src/gui.rs
Co-authored-by: Zageron <hello@zageron.ca>
Co-authored-by: Jay Oster <jay@kodewerx.org>
* Update dependencies
- Closes#270
* Unify controls in Invaders example
The fire button on gamepads was allowing trapid fire when holding the
button. Keyboard controls required the fire key to be released between
each shot fired. This commit fixes the difference by making the gamepad
fire button act like the keyboard fire key.
- Minor rewrite of the winit integration using the `game-loop` crate for
fixed time-step updates.
- Updates are now handled at 240 fps, regardless of frame rate.
- Frame rate is capped at 240 fps.
- Adds a pause key.
- Closes#11
- Rather than setting the position and window size based on available
screen space, this PR just creates a window with a default size and
doesn't attempt to set the position.
- Closes#29
- Vertex UVs can be computed from the positions, which saves a small amount of code and a small amount of bandwidth (both inconsequential).
- This is mostly for readability.
- Fixes vertically-flipped pixel buffer in the `custom-shader` example.
- Cargo treats non-prefixed version numbers the same when the patch number is omitted.
- This is just cleaner and makes breaking updates easier to manage.
- It would be nice to return an error from the render function
- imgui-winit is still a WIP (open PR: https://github.com/Yatekii/imgui-wgpu-rs/pull/66)
- Update README
Co-authored-by: Mohammed Alyousef <mohammed.alyousef@neurosrg.com>
- Fixes#140
- Adds a public method to get the current GPU framebuffer texture format (AKA the render texture format).
- This wasn't as difficult as it seemed; the extra API is used by the examples to get the right texture format instead of being hardcoded.