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feature: wgpu rendering rewrite #5124
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Type: Improvement
Request for or addition/enhancement of a feature
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Jul 24, 2023
engine/src/main/java/org/terasology/engine/core/subsystem/lwjgl/LwjglGraphics.java
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I tried again to run this on my Linux machine, but could not get the game to start / a window to show up.
I does compile some Rust code and the loading bar banner image briefly shows up before the process crashes.
I tested this with
and
|
why is it running egl that is very strange. |
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
…l/LwjglGraphics.java Co-authored-by: BenjaminAmos <[email protected]>
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Contains
starting POC looking into using a rust backend for handling critical rendering code.
There is still a lot missing so at the moment it will take a while before this gets to a playable state. The basic gist is to move a lot of the critical rendering code to a separate rust library. will still use lwjgl mainly for GLFW basically just supplies the window and most of the handling will still happen in java code land.
Setup