Mapr: Native cross platform maps in Rust using WebGPU
11–20 of 37 posts
Re: Mapr: Native cross platform maps in Rust using WebGPU
#12Quoted post unavailable.
Re: Mapr: Native cross platform maps in Rust using WebGPU
#13The `Example` link's href seems to be ` https:// `.
Re: Mapr: Native cross platform maps in Rust using WebGPU
#14Quoted post unavailable.
news.ycombinator.com##.athing:has-text(in Rust)
news.ycombinator.com##.athing:has-text(in Rust) + tr
news.ycombinator.com##.athing:has-text(in Rust) + tr + trRe: Mapr: Native cross platform maps in Rust using WebGPU
#15I find it interesting that the Web platform ended up being the catalyst to finally get all the OS and GPU vendors to sit down and write a single interoperable API. The existence of wgpu is a very nice outcome for all graphics programmers, even those who don't work on the Web.
Re: Mapr: Native cross platform maps in Rust using WebGPU
#16Quoted post unavailable.
Re: Mapr: Native cross platform maps in Rust using WebGPU
#17Re: Mapr: Native cross platform maps in Rust using WebGPU
#18Earlier quoted context omitted.
Here, stick this in your uBlock config: news.ycombinator.com##.athing:has-text(in Rust) news.ycombinator.com##.athing:has-text(in Rust) + tr news.ycombinator.com##.athing:has-text(in Rust) + tr + tr
What does '+ tr' do?
Re: Mapr: Native cross platform maps in Rust using WebGPU
#19I find it interesting that the Web platform ended up being the catalyst to finally get all the OS and GPU vendors to sit down and write a single interoperable API. The existence of wgpu is a very nice outcome for all graphics programmers, even those who don't work on the Web.
Some Rust folks are pushing to run WebGPU outside of the browser, that is all.
Native OS 3D APIs are the same business as always.
Re: Mapr: Native cross platform maps in Rust using WebGPU
#20I find it interesting that the Web platform ended up being the catalyst to finally get all the OS and GPU vendors to sit down and write a single interoperable API. The existence of wgpu is a very nice outcome for all graphics programmers, even those who don't work on the Web.
It makes sense. The standardization effort is pretty involved, I don’t know what besides the Web would have been able to twist their arms into doing it.
WebGL 2.0 is a subset of OpenGL ES 3.0, meaning 2011 mobile GPUs.
WebGPU 1.0 is a subset of Vulkan/Metal/DX 12, meaning 2016 GPUs. And on top, you get a new C++/Rust flavoured shading language, throwing away all shaders created for WebGL.
If you want top graphics on the Web, the answer is surprise, surprise, server side rendering to textures with native 3D APIs alongside data streaming.