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What problem does this solve or what need does it fill?
Users should be able to use the full extent of the wgpu draw APIs. While users have access to the wgpu::RenderPass via the RenderContext provided to Node::run, the RenderCommand API only has access to a TrackedRenderPass, which has a limited subset of draw APIs exposed; in particular, all of the multi_draw... variants are missing.
What solution would you like?
Either add more wrapper methods to TrackedRenderPass or find some other abstraction that makes it feasible to work directly with the wgpu::RenderPass from the RenderCommand trait.
What alternative(s) have you considered?
Implementing my own Node instead of using RenderCommand. This would be a major change.
The text was updated successfully, but these errors were encountered:
TrackedRenderPass is just a wrapper to avoid calls to set_render_pipeline, set_bind_group, set_vertex_buffer and set_index_buffer. It should be possible to just add the multi_draw_... methods in the same way the draw_... methods are implemented.
What problem does this solve or what need does it fill?
Users should be able to use the full extent of the
wgpu
draw APIs. While users have access to thewgpu::RenderPass
via theRenderContext
provided toNode::run
, theRenderCommand
API only has access to aTrackedRenderPass
, which has a limited subset of draw APIs exposed; in particular, all of themulti_draw...
variants are missing.What solution would you like?
Either add more wrapper methods to
TrackedRenderPass
or find some other abstraction that makes it feasible to work directly with thewgpu::RenderPass
from theRenderCommand
trait.What alternative(s) have you considered?
Implementing my own
Node
instead of usingRenderCommand
. This would be a major change.The text was updated successfully, but these errors were encountered: