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Support Direct2D gives the project a big advantage, as it isn't needed to write the graphics code first before implementing an SVG/CSS feature. After writing it using the DirectX-stack, we can then port that code over to support a wide range of devices using the wgpu stack and e.g. lyon.
This effort consists of a few different tasks:
Port the font-specific stuff over to the main retina-gfx crate
Move the wgpu-specific parts over to another crate from retina-gfx
Make the retina-gfx APIs agnostic to DX/wgpu
Initialize the retina-gfx API using DX on Windows and wgpu on other platforms
Some optional, nice-to-have's are:
Identify resources (images, fonts, etc) by an identifier instead of a dynamic trait
The text was updated successfully, but these errors were encountered:
Support Direct2D gives the project a big advantage, as it isn't needed to write the graphics code first before implementing an SVG/CSS feature. After writing it using the DirectX-stack, we can then port that code over to support a wide range of devices using the
wgpu
stack and e.g.lyon
.This effort consists of a few different tasks:
retina-gfx
cratewgpu
-specific parts over to another crate fromretina-gfx
retina-gfx
APIs agnostic to DX/wgpuSome optional, nice-to-have's are:
trait
The text was updated successfully, but these errors were encountered: