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.
A bit more progress, getting basic semi-harcoded face shading working. Also changed the camera axes to a Z+ => UP
system.
A bit more progress: depth buffering finally enabled and rendering multiple objects.