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<title>surreality/src/graphics/util.rs, branch main</title>
<subtitle>A game and rendering engine written in Rust. There are many like it, but this one is ours.
</subtitle>
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<updated>2026-08-10T00:10:03+00:00</updated>
<entry>
<title>refactor Texture into its own thing</title>
<updated>2026-08-10T00:10:03+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-08-10T00:10:03+00:00</published>
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as part of this, the command pools are moved from window dressing to permanent

note also how mip count is a value computed by loading the texture, and used when creating the sampler, which is part of the window dressing. the assumption about how it's computed will have to change when we support multiple textures, but for now we settle for just pushing the assumption to the top level.

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Change-Id: I545c53feedc99628fbe943120798fe66fe9e065b
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<entry>
<title>remove physical_device from ForReinit</title>
<updated>2026-08-08T12:32:41+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-08-08T12:32:41+00:00</published>
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Vulkanalia tracks it for us in Device. it's used in Model, so it wasn't strictly in-scope for ForReinit; this solves the problem and simplifies some stuff.

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Change-Id: I8e38c236b3dc4c112671382a062c9ada2f34fbb1
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<entry>
<title>move models into their own struct and file</title>
<updated>2026-08-08T12:13:18+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-08-08T12:13:18+00:00</published>
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<entry>
<title>further splitting of graphics submodules</title>
<updated>2026-08-07T00:10:19+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-08-07T00:10:19+00:00</published>
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now this is starting to feel like halfway decent organization

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