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Mapr: Native cross platform maps in Rust using WebGPU

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Re: Mapr: Native cross platform maps in Rust using WebGPU

#15

I 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.

Re: Mapr: Native cross platform maps in Rust using WebGPU

#17
post #14
post #11

Quoted post unavailable.

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

#18
post #17
post #14

Earlier 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?

`+ tr` selects the sibling tr element to the matched element. The HTML on the page uses three tr's per post. The first (with class "athing") contains the title. The second contains the post karma, submitter name, comments link. The third is a spacer. So you'd want to block all three.

Re: Mapr: Native cross platform maps in Rust using WebGPU

#19

I 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.

Except they aren't doing that.

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

#20

I 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.

Except the end result are fossilized 3D APIs.

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.

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