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Jay Oster 2a4ebbf19d
Fix half-pixel offsets in scaling renderer (#231)
* Fix half-pixel offsets in scaling renderer

- This bug was very subtle. It can be hard to notice!
- Context: When the scaling renderer transformation matrix is created,
  it needs to center the image within the border.
- The previous code always evaluated the translation to (0, 0)
- This PR makes half-pixel adjustments to the translation when needed,
  making it impossible to rasterize the texture on a half-pixel
  boundary.
- I spotted this while working on pixel-aspect-ratio support, but it can
  most easily be witnessed in the `conway` example by grabbing the top
  or bottom resize handle on the window and slow dragging it up and down
  by 1-pixel-at-a-time. When you hit a half-pixel bug the entire texture
  will change slightly; some pixels will become hidden or duplicated.

* Bump MSRV
2021-12-01 21:36:56 -08:00
.github Fix half-pixel offsets in scaling renderer (#231) 2021-12-01 21:36:56 -08:00
examples Simplify vertex attributes (#228) 2021-11-20 14:06:23 -08:00
img Initial WebGL2 support. (#218) 2021-11-16 11:37:56 -08:00
internals/pixels-mocks Various fixes (#154) 2021-03-29 00:52:43 -07:00
shaders Simplify vertex attributes (#228) 2021-11-20 14:06:23 -08:00
src Fix half-pixel offsets in scaling renderer (#231) 2021-12-01 21:36:56 -08:00
.gitignore gitignore: add Cargo.lock (#63) 2020-04-12 21:37:55 -07:00
Cargo.toml Prepare 0.8.0 (#227) 2021-11-16 12:13:40 -08:00
justfile Initial WebGL2 support. (#218) 2021-11-16 11:37:56 -08:00
LICENSE Add license 2019-10-30 23:30:09 -07:00
MSRV.md Fix half-pixel offsets in scaling renderer (#231) 2021-12-01 21:36:56 -08:00
README.md Initial WebGL2 support. (#218) 2021-11-16 11:37:56 -08:00

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Pixels Logo

A tiny hardware-accelerated pixel frame buffer. 🦀

But why?

Rapidly prototype a simple 2D game, pixel-based animations, software renderers, or an emulator for your favorite platform. Then add shaders to simulate a CRT or just to spice it up with some nice VFX.

pixels is more than just a library to push pixels to a screen, but less than a full framework. You're in charge of managing a window environment, event loop, and input handling.

MSRV Policy

The Minimum Supported Rust Version for pixels will always be made available in the MSRV.md file on GitHub.

Features

  • Built on modern graphics APIs powered by wgpu: Vulkan, Metal, DirectX 12, OpenGL ES3.
    • DirectX 11, WebGL2, and WebGPU support are a work in progress.
  • Use your own custom shaders for special effects.
  • Hardware accelerated scaling on perfect pixel boundaries.
  • Supports non-square pixel aspect ratios. (WIP)

Examples

Troubleshooting

Cargo resolver

Starting with wgpu 0.10, the resolver version needs to be set in your Cargo.toml to avoid build errors:

resolver = "2"

Perhaps a better alternative is specifying edition = "2021", especially if you are starting a new project with Rust 1.56.0 or later.

Driver issues

The most common issue is having an outdated graphics driver installed on the host machine. pixels requests a low power (aka integrated) GPU by default. If the examples are not working for any reason, you may try setting the WGPU_POWER_PREF=high environment variable to see if that addresses the issue on your host machine.

You should also try to keep your graphics drivers up-to-date, especially if you have an old Intel integrated GPU. Keep in mind that some drivers and GPUs are EOL and will not be supported.

Logging

You may want to use the RUST_LOG environment variable (see env_logger for full documentation) to gain additional insight while troubleshooting the examples. RUST_LOG=trace will spew all logs to stderr on debug builds:

$ RUST_LOG=trace cargo run --package minimal-winit

And also on release builds when default features are disabled:

$ RUST_LOG=trace cargo run --package minimal-winit --release --no-default-features

Comparison with minifb

The minifb crate shares some similarities with pixels; it also allows rapid prototyping of 2D games and emulators. But it requires the use of its own window/GUI management, event loop, and input handling. One of the disadvantages with the minifb approach is the lack of hardware acceleration (except on macOS, which uses Metal but is not configurable). An advantage is that it relies on fewer dependencies.