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Not true, even if you add Rust. egui was released earlier: https://github.com/emilk/egui https://github.com/emilk/egui And egui isn't tied to Apple proprietary
by DeathArrow 4y ago
Not true, even if you add Rust. egui was released earlier: https://github.com/emilk/egui https://github.com/emilk/egui
And egui isn't tied to Apple proprietary frameworks.
- littlestymaar 4y agoAfaik egui isn't doing any kind of the fancy GPU based 2D graphics this blog post is about though.
- pama 4y agoIt uses glow, GL on whatever, so OpenGL when it exists.
- littlestymaar 4y agoThat 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.
- decremental 4y agoI 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.
- pzo 4y agohave 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. [0] https://www.rerun.io/ https://www.rerun.io/
- wumpf 4y agoRerun 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.