Quickly create ux-dx applications.
Very nice color palette
Some partially implemented abstractions
Tge engine adapted for this library
Bindings to Gles2 2.0/3.0/3.1/3.2
Resource management - WIP
Scene management - WIP
Pure Rust Immediate mode UI - WIP
Describes a single binding inside a bind group.
Describe the blend state of a render pipeline.
Different ways that you can use a buffer.
Describes the color state of a render pipeline.
Color write mask. Disabled color channels will not be written to.
Describes the depth/stencil state in a render pipeline.
Extent of a texture related operation.
Layout of a texture in a buffer’s memory.
Subresource range within an image
Describes the multi-sampling state of a render pipeline.
Origin of a copy to/from a texture.
Describes the state of primitive assembly and rasterization in a render pipeline.
A range of push constant memory to pass to a shader stage.
Describes a [
Different ways that you can use a texture.
Vertex inputs (attributes) to shaders.
How edges should be handled in texture addressing.
Alpha blend factor.
Comparison function used for depth and stencil operations.
Face of a vertex.
Texel mixing mode when sampling between texels.
Winding order which classifies the “front” face.
Rate that determines when vertex data is advanced.
Type of drawing mode for polygons
Behavior of the presentation engine based on frame rate.
Primitive type the input mesh is composed of.
Type of query contained in a QuerySet.
Color variation to use when sampler addressing mode is
Operation to perform on the stencil value.
Underlying texture data format.
Specific type of a sample in a texture binding.
Vertex Format for a Vertex Attribute (input).