feat: wip implementation for passing chunk state fo wgpu layer#5125
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pollend wants to merge 16 commits intofeature/wgpu-rendering-refactorfrom
Draft
feat: wip implementation for passing chunk state fo wgpu layer#5125pollend wants to merge 16 commits intofeature/wgpu-rendering-refactorfrom
pollend wants to merge 16 commits intofeature/wgpu-rendering-refactorfrom
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Signed-off-by: Michael Pollind <mpollind@gmail.com>
…ses`. unitTests and integrationTests works now
Signed-off-by: Michael Pollind <mpollind@gmail.com>
Signed-off-by: Michael Pollind <mpollind@gmail.com>
Signed-off-by: Michael Pollind <mpollind@gmail.com>
Signed-off-by: Michael Pollind <mpollind@gmail.com>
Signed-off-by: Michael Pollind <mpollind@gmail.com>
Signed-off-by: Michael Pollind <mpollind@gmail.com>
Signed-off-by: Michael Pollind <mpollind@gmail.com>
Signed-off-by: Michael Pollind <mpollind@gmail.com>
Signed-off-by: Michael Pollind <mpollind@gmail.com>
Signed-off-by: Michael Pollind <mpollind@gmail.com>
Signed-off-by: Michael Pollind <mpollind@gmail.com>
Signed-off-by: Michael Pollind <mpollind@gmail.com>
pollend
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Jul 25, 2023
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| public void appendTo(ChunkMesh chunk, ChunkView chunkView, int offsetX, int offsetY, int offsetZ, | ||
| ChunkMesh.RenderType renderType, Colorc colorOffset, ChunkVertexFlag flags) { |
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I don't think we need to pass in the RenderType. if we still want the enumeration for the type we can expose that as a free function.
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Contains
Initial planned changes to support chunk meshes into the rust layer. At the moment I'll just stage the chunk meshes on the java side and pass it to wgpu to manage. I'll start with just filling out the position buffer and I'll add more back in as we construct the pipeline for the scene.
Was thinking about indirect rendering but that will be another challenge to approach later. The problem space would include a custom allocator to allocate everything to a single buffer to bind to the render pipeline.
there is this PR that is associated with this change: MovingBlocks/TeraRusty#8