- This will allow `pixels` to run on platforms that have OpenGL without any extra configuration.
- It is better to allow wgpu to fallback to OpenGL than to select a Vulkan software rasterizer. This is the case on WSL2, where the only hardware-based adapter is available with the GLES backend.
- Fixes#354
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.
- We require sRGB because that's the color space users expect when they are plotting their own pixels.
- It simplifies the fragment shader because we don't have to do a linear->gamma transformation. The hardware will do it for us.
* Update GitHub Actions
- actions-rs is unmaintained.
- See: https://github.com/actions-rs/toolchain/issues/216
- Enable rust-cache
- Cargo.lock was removed in #63 but it's necessary for reproducible builds in CI.
- The lock file is ignored by dependents.
- Our separate `pixels-ci-rust-version` repo also ignores it, so CI will still be able to tell us if the crate build ever breaks due to unlocked dependencies.
- See the `rust-version` job in ci.yml.
* 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>
- This version is different from the MSRV. It specifies the minimum
version required to build the crate and its direct dependencies.
- Add a CI step for building the crate alone with the oldest version
possible.
- See MSRV.md for the policy and minimal version supported by CI,
including all example code.
- Update all actions to checkout/v3
* 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.