- Properly implement cameras
- OpenXR: matrix mulitplication for prefix
- Winit: prefix passthrough
- Index buffers (static, dynamic)
- Transforms
- Actually write correct barriers for uploads...
- MSAA
- Image textures (dynamic, and with sampling modes)
- Blending settings for shaders
-
egui
- Tracking shaders (feature, requires shaderc and notify)
- Instance buffers (static, dynamic)
- Test if we are able to write junk data from CPU buffer into GPU by overflow/underflow?
- Setting application name in settings should actually set the window title, replacing FPS!
- Seperate view/projection matrices, resolution in UBO
- Switch to GPU-driven rendering if possible
- Point size and line size; useful for making circles
- OIT?
- Crate for text. Use SDF?
- Auto-resizing transforms buffer
- WGPU backend
- Sort draws by category, for speed?
- OpenXR controller display example
- Cut down on dependencies
Masterchef365/idek
Yet another VR-capable Vulkan rendering engine written in Rust. Aims at having a small, specific set of capabilities for prototyping and visualization
Rust