Cross platform rendering in Rust
Role in this project:
Backend Developer Contributions:2 reviews, 8 commits, 2 PRs in 1 day
Contributions summary:Gilbert primarily contributed to the `miniquad` project by adding and modifying texture formats and swizzling parameters within the graphics rendering engine, written in Rust. Their work involved implementing `TextureFormat::LuminanceAlpha`, adapting the code for WASM, and resolving issues related to alpha textures, specifically addressing how alpha channel values are handled across different platforms. These changes were crucial for optimizing the texture handling capabilities within the cross-platform rendering environment.
renderingrust
Early-stage b-rep CAD kernel, written in the Rust programming language. No longer in development.
Role in this project:
Full-stack Developer Contributions:5 commits, 1 PR, 1 comment in 1 day
Contributions summary:Gilbert focused on enhancing the graphical user interface (GUI) and refining the application's overall structure within the CAD kernel project. They made the GUI independent of the shape, dependent on the camera and refactored the code path for export functionality. Additionally, the user addressed model loading issues in export mode. These changes collectively improve the viewer's rendering and model loading capabilities.
brepcadkernelprogramming-languagerust