/idek

Yet another VR-capable Vulkan rendering engine written in Rust. Aims at having a small, specific set of capabilities for prototyping and visualization

Primary LanguageRust

TODO:

  • 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