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egui_glfw_gl's Introduction

Hi there πŸ‘‹

I'm Lucas, I am an avid Rustlang fan and graphics developer, reverse engineer, game engine connoisseur

  • πŸ“ Programming language experience
    • πŸ¦€ Rust (mastery)
    • πŸͺŸ C# (advanced)
    • ✨ HLSL/GLSL (advanced)
    • βž• C++ (advanced)
    • 🐍 Python (advanced)
    • β˜• †Java/Kotlin(advanced)
    • πŸ”΅ †Go (intermediate)
    • πŸ“œ †Javascript/Typescript (intermediate)
    • πŸ’½ aarch64/x86 assembly (intermediate)
    • ⚑ Zig (beginner)
  • πŸ‘€ Interests
    • Low level development (assembly, emulators, code generation)
    • Computer graphics development (Vulkan, WebGPU)
    • Game development (mainly in-house engines)
      • Virtual reality (Oculus Quest 2)
      • Handheld (Steam Deck)
    • Music (metal, guitar, pipe organ, exotic instruments (eg. cristal baschet))
  • πŸ‘οΈ Active projects
    • πŸ”« V4NGUARD, custom servers for Destiny 1 (closed-source)
    • πŸͺ„ Alkahest, Destiny 2 asset multitool
    • πŸŽ₯ Chimera, a modular multiplatform game engine (closed-source)
  • ⏸️ Paused projects
    • πŸ¦€ Minecrab, custom Minecraft client written in Rust using WGPU
    • πŸ‘¨β€πŸ³ Eurochef, utilities for (de)compiling Eurocom EngineX assets
  • πŸ§ͺ Experimental projects
    • β˜• JVM runtime written in Rust
  • πŸ“¨ Contact
    • Discord: cohae
    • E-mail: [email protected]
      • ⚠️ Send your mails to this email if you want me to read them!

Bytecode Hell

In light of my obsession with bytecode formats, here's a list of formats i've reversed/implemented

  • TFX Expression Bytecode: Reversed + implemented
    • The expression bytecode that powers the rendering pipeline of the Tiger engine, used in Destiny 1 + 2
  • Unnamed Tiger Engine Bytecode: Currently reversing
    • Similar to TFX expressions, but for other, currently unknown purposes
  • JVM Bytecode: Implemented (HSJVM)
  • Gamemaker VM Bytecode: Implemented (Valkyrie)

egui_glfw_gl's People

Contributors

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egui_glfw_gl's Issues

Bug: On Window Resize Egui looses the position

When we change the value from
false to true inside glfw.window_hint(glfw::WindowHint::Resizable(true)) of the demo, the ui doesn't fit the total area. It seems the pivot is beeing set to the bottom left. The widgets become irresponsive, because the location where the interaction occurs doesn't change to the new location where the widgets are beeing draw.

bug.mp4

Thanks!

Add depth buffer option

Right now in the example you are only rendering a triangle so there's no need for a depth buffer, but as soon you try to integrate this in application that is depth testing the ui will not draw correctly.

Scaling does not work

Try the example with native_pixels_per_point= 2.0
The mouse input scales, but the graphics and the window does not.

I tried setting glfw.window_hint(glfw::WindowHint::ScaleToMonitor(true));. But it only extended the window size leaving the content unscaled.

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