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v0.2.2

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@github-actions github-actions released this 11 Nov 22:33

OpenGL

We moved from vulkan to openGL. This may seem counter-intuitive, as most projects move from GL to VK.
But GL has been around for longer and in niche use cases, it wins over vulkan in compatibility.

  1. transparency: Some vulkan + wayland combinations don't allow transparency. So, openGL should probably help here.
  2. mpv: integrating a video player in future (for video markers of electaco) will be much easier as mpv provides an openGL api.
  3. compile times: vulkan is unsafe, so we use it via wgpu's safe interface. But wgpu is huge, and brings its own bugs on top of vk/gl driver bugs. Shifting to raw openGL (and glsl by extension) will reduce dependencies on heavy crates like naga.
  4. unsafe and harder to create bindings for. But fortunately, we have three_d which is a high level renderer that can make it possible to expose only a high level api to plugins, and avoid raw gl bindings.

Trails

Some Trails had [0, 0, 0] nodes in them, and we treated them as normal nodes when generating trail mesh. This led to a bunch of trails converging at the center of the map.
Apparently, they represent sort of a "null terminator", and a special case. Separate disjointed trail paths are marked by inserting an empty node like that.
This version will fix generating trail meshes and properly support disjoint trail paths within a single trail.