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Jay Oster 5dbe87d0c0
Fix matrix when creating a scaling renderer (#143)
- This issue can be seen when creating a window and pixel buffer that have differing sizes; the image will be stretched to fill the window.
- If the window supports the resize callback to correct the image aspect ratio, resizing the window will correct the matrix immediately, adding the black border as expected. This is a jarring effect when the texture size ratio is not an integer.
- This bug also causes issues with the new `resize_buffer()` API.
2021-03-03 10:45:14 -08:00
.github Upgrade to wgpu 0.7 (#134) 2021-02-28 15:29:36 -08:00
examples Upgrade to wgpu 0.7 (#134) 2021-02-28 15:29:36 -08:00
img add fltk example (#137) 2021-02-07 10:36:21 -08:00
internals/pixels-mocks Remove pixels-dragons (#114) 2020-08-20 17:19:40 -07:00
shaders Fix typo 2019-10-27 16:36:47 -07:00
src Fix matrix when creating a scaling renderer (#143) 2021-03-03 10:45:14 -08:00
.gitignore gitignore: add Cargo.lock (#63) 2020-04-12 21:37:55 -07:00
Cargo.toml Upgrade to wgpu 0.7 (#134) 2021-02-28 15:29:36 -08:00
LICENSE Add license 2019-10-30 23:30:09 -07:00
README.md add fltk example (#137) 2021-02-07 10:36:21 -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.

Features

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

Examples

Troubleshooting

The most common issue is having an outdated graphics driver installed on the host machine.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 PIXELS_HIGH_PERF environment variable (the value does not matter, e.g. PIXELS_HIGH_PERF=1 is fine) 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 --release --manifest-path examples/minimal-winit/Cargo.toml --no-default-features

Alternatively, nightly Cargo allows using the --no-default-features flag directly from the top-level directory in combination with the unstable -Zpackage-features flag:

$ RUST_LOG=trace cargo run --release --package minimal-winit -Zpackage-features --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.