Re:Leveraging Rust and the GPU to render user interfaces at ...
by littlestymaar on Thursday March 09, 2023 @05:25AM
(#35079918)
Afaik egui isn't doing any kind of the fancy GPU based 2D graphics this blog post is about though.
Re:Leveraging Rust and the GPU to render user interfaces at ...
by pama on Thursday March 09, 2023 @07:01AM
(#35080403)
It uses glow, GL on whatever, so OpenGL when it exists.
Re:Leveraging Rust and the GPU to render user interfaces at ...
by littlestymaar on Thursday March 09, 2023 @08:43AM
(#35081057)
That doesn't mean it's doing any kind of GPU acceleration of 2D graphics.
Given that they don't talk about it in the README, I'm pretty sure they don't.
Re:Leveraging Rust and the GPU to render user interfaces at ...
by decremental on Thursday March 09, 2023 @08:57AM
(#35081185)
I use egui. The library itself is agnostic but relies on backend libraries for rendering, all of which (or at least the official ones) render on the GPU.
Re:Leveraging Rust and the GPU to render user interfaces at ...
by pzo on Thursday March 09, 2023 @09:54AM
(#35081768)
have a look at what egui creator (and his team) been doing with rerun [0]
Egui seems well suited to render even tens of thousands pointcloud with wgpu backend.
Re:Leveraging Rust and the GPU to render user interfaces at ...
by wumpf on Tuesday March 14, 2023 @05:44AM
(#35149176)
Rerun dev here :). Yes, we're using egui with its wgpu backend! As someone else pointed out it is backend agnostic - it essentially generates triangles & textures in GPU friendly way and passes those down to a backend implementation.
All the visualizations like the 3D scenes with point clouds etc. are rendered with our open-source in-house renderer ("re_renderer") which itself is then passing wgpu surfaces/commands to the egui wgpu backend that composites everything together then.
And egui isn't tied to Apple proprietary frameworks.