v0.2.2
Pre-release
Pre-release
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.
- transparency: Some vulkan + wayland combinations don't allow transparency. So, openGL should probably help here.
- mpv: integrating a video player in future (for video markers of electaco) will be much easier as mpv provides an openGL api.
- 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.
- 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.