A helpful getting started guide is available which describes basic Screen 13 types and functions.
See the README for more information.
Example | Instructions | Preview |
---|---|---|
aliasing.rs | cargo run --example aliasing |
See console output |
cpu_readback.rs | cargo run --example cpu_readback |
See console output |
debugger.rs | cargo run --example debugger |
See console output |
subgroup_ops.rs | cargo run --example subgroup_ops |
See console output |
hello_world.rs | cargo run --manifest-path contrib/screen-13-window/Cargo.toml --example hello_world |
|
triangle.rs | cargo run --example triangle |
|
vertex_layout.rs | cargo run --example vertex_layout |
|
bindless.rs | cargo run --example bindless |
|
image_sampler.rs | cargo run --example image_sampler |
|
min_max.rs | cargo run --example min_max |
See console output |
egui.rs | cargo run --example egui |
|
imgui.rs | cargo run --example imgui |
|
font_bmp.rs | cargo run --example font_bmp |
|
multipass.rs | cargo run --example multipass |
|
multithread.rs | cargo run --example multithread --release |
|
msaa.rs | cargo run --example msaaMultisample anti-aliasing |
|
rt_triangle.rs | cargo run --example rt_triangle |
|
ray_trace.rs | cargo run --example ray_trace |
|
vsm_omni.rs | cargo run --example vsm_omniVariance shadow mapping for omni/point lights |
|
ray_omni.rs | cargo run --example ray_omniRay query for omni/point lights |
|
transitions.rs | cargo run --example transitions |
|
skeletal-anim/ | cargo run --manifest-path examples/skeletal-anim/Cargo.tomlSkeletal mesh animation using GLTF |
|
shader-toy/ | cargo run --manifest-path examples/shader-toy/Cargo.toml |
|
vr/ | cargo run --manifest-path examples/vr/Cargo.toml |
The following packages offer examples for specific cases not listed here:
- contrib/screen-13-hot: Shader pipeline hot-reload
- attackgoat/mood: FPS game prototype with level loading and multiple rendering backends
- attackgoat/jw-basic: BASIC interpreter with graphics commands powered by Screen 13