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N22: Rafx update (#649)
* N22: Rafx update * Compress image to small file size * Fix a funny typo * Update content/news/022/index.md Co-authored-by: Joe Clay <[email protected]>
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@@ -185,6 +185,36 @@ done by [naga], roughly 4x as fast as the C++ alternative
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[gfx-portability]: https://github.com/gfx-rs/portability
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[gfx-naga-blog]: https://gfx-rs.github.io/2021/05/09/dota2-msl-compilation.html
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### [rafx]
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![Rafx Wireframe Demo](rafx-wireframe-demo.jpg)
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_Demo with wireframes enabled_
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Rafx is a multi-backend renderer that optionally integrates with the
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[distill][rafx-distill] asset pipeline.
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This month, [@dvd] completed work on the new job system. It implements three
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steps: extract, prepare, and write. These jobs are now more structured, making
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them easier to implement while supporting concurrent execution and reducing
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dynamic allocation. They also integrate with a visibility system to ensure that
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off-screen objects are not processed.
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[@aclysma] continued work on OpenGL ES 2.0/3.0 backends and documented
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[implementation details][rafx-implementation-details] of currently available
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rendering backends.
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Additionally, some rendering features were improved and added: mesh rendering
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now uses an instance-rate vertex buffer instead of per-object uniforms,
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improving performance. Rendering features now support wireframe and untextured
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rendering modes. An egui render feature was added, and the demo now uses egui
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instead of imgui.
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[rafx]: https://github.com/aclysma/rafx
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[rafx-distill]: https://github.com/amethyst/distill
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[rafx-implementation-details]: https://github.com/aclysma/rafx/tree/master/docs/api/backends
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[@aclysma]: https://github.com/aclysma
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[@dvd]: https://github.com/DavidVonDerau
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## Popular Workgroup Issues in Github
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<!-- Up to 10 links to interesting issues -->
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