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WGPU progress

· One min read

Progress update: have some vertices making it from disk to the screen. That's a cube sitting behind of a "2D" pentagon (not necessarily obvious without lights or shading yet).

The general task I've been working on is taking the "catch-all" State object from the Learn Wgpu tutorial and refactoring into a rendering architecture. This requires wrangling with lifetimes and data sharing, both in my learning how Rust works as well as how objects work in wgpu.

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A bit more progress, getting basic semi-harcoded face shading working. Also changed the camera axes to a Z+ => UP system.

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A bit more progress: depth buffering finally enabled and rendering multiple objects.

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