Two languages, one opengl context
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- čas přidán 2. 06. 2024
- Stream from May 15, 2024 at / sphaerophoria
00:00 Intro
09:10 Call any opengl call from zig
25:20 Shader compilation
56:20 Some visible progress
01:03:05 OpenGL callbacks for every function we use
01:32:45 Render frame from zig
01:51:45 Video playback!
See updated code at github.com/sphaerophoria/video-editor/commit/641284a023b714494d07334ed27a610e42bb5953
Reminder that you ware watching me discover what I think is a good way to structure things :)
In this case I think using "callbacks" here for opengl was a mistake. I was originally thinking about having multiple GUI implementations, and thought that since there are multiple impls, we need runtime adjusted function pointers. This is NOT true. If we swap the GUI, we swap it at link time. In fact in the current implementation there is a version of that with the mock ui and the real ui. See new gui.h for more context
the title gave me shivers
This sounds like hell on earth but cool none the less
holy shit, so much boilerplate, such patience, wow. i would just decide to not use a gui library at all if it involved this much preparation, so mad props
39:15 the lsp wasn't slow, you were recording a macro for like 5 minutes lol
wow... whoops
nice catch lol
@@syllogismo it's happened to me way too many times lol
When did you decide to become smart enough to create something like this?
I think it's more about exposure than intelligence :). If you try to make stuff, and keep saying "what's that do?", eventually you end up with lots of context that helps you make connections. And once you have context, things that used to seem hard become simple
@@sphaerophoria sounds like something an ai would say
Came here from Twitter
I just want to know who won?
They learned to work together and now they're friends
@@sphaerophoriabut who's topping?
@@Dje4321I think it’s obvious that rust is a bottom
When I drew them I thought they were children :\