So after looking at shaders we will now take some time to set up stuff on the CPU side. We need a way to tell the GPU what to render and then also somewhere for the GPU to put the finished image. This will be a bit of a short one as this is just kind of boilerplate code that we need to get written
Graphics Programming with Rust and WGPU Part 1: Introduction to Shaders
I've played around with Programming 3D graphical applications in rust recently. This is supposed to become the Guide I whish I had when I started. I want to show both the concepts and the Implementation while helping me structure my process through writing.
How to Error in rust
I explained a bit about handling errors in rust in a previous article. This was more of an exploration of what is possible and not necessarily what to do. I have programmed a bit more rust since then and want to present my oppinion on how to handle errors in rust.
Handling Errors in Rust with Traits
Rust is a bit peculiar (in a good way) when it comes to many things, errors is one of them. So to add to the growing body of texts written on the topic of programming in rust, I have written this.
Examples of Basis transformation in 2D
A set of examples and explanations for basis transformations in two dimensions.