Sounds great! Dare I try it on windows now? (The last n times I did ... things did not work out). Kudos for taking also the texture colorspace issue into account - I've found people new to real time programming tend to find this initiaĺly one of the most bysantine minutiae one absolutely needs to get right
I didn't have any problems running examples from tutorial at http://tomaka.github.io/glium/tutorials/01-getting-started.h... on windows If there are issues you could report them on https://github.com/tomaka/glium/issues
The Glium Library – Safe OpenGL in Rust
11–20 of 27 posts
Re: The Glium Library – Safe OpenGL in Rust
#12Re: The Glium Library – Safe OpenGL in Rust
#13Re: The Glium Library – Safe OpenGL in Rust
#14Seems like Rust is making good progress (emphasis mine). I really should take the time to learn this language.
Re: The Glium Library – Safe OpenGL in Rust
#15Re: The Glium Library – Safe OpenGL in Rust
#16So, Rust is ready for writing high performant games?
Also a link related to game developement in rust : https://www.reddit.com/r/rust_gamedev
Re: The Glium Library – Safe OpenGL in Rust
#17> The “untextured objects” example of AZDO: drawing 64x64x64 individual moving objects. The glium version runs at approximately the same speed as the original pure OpenGL example. Seems like Rust is making good progress (emphasis mine). I really should take the time to learn this language.
The AZDO examples show what the most optimized OpenGL techniques are, and I just wanted to show that you can do the same thing with glium as with raw OpenGL.
That being said, you should still try Rust!
Re: The Glium Library – Safe OpenGL in Rust
#18Re: The Glium Library – Safe OpenGL in Rust
#19Excellent writing on the pitfalls of OpenGL and how to circumvent those. Applies to any OpenGL programming, not just Rust also. Here's hoping Vulkan will fix these issues in the future and Apple also adapting this platform.
Re: The Glium Library – Safe OpenGL in Rust
#20When you tell Glium, "make me these three polygons, add a light source, apply a transform matrix", it optimizes the number of OpenGL calls it needs to do, and the kinds thereof, and puts them in the right order to run most efficiently.
Like React, it optimizes state changes required for speed to get a view from one state to another.