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<title>surreality/src/graphics_window_dressing.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>2026-07-21T03:43:48+00:00</updated>
<entry>
<title>load a nontrivial model and render it with a texture</title>
<updated>2026-07-21T03:43:48+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-21T03:43:48+00:00</published>
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<id>urn:sha1:3ac1e5e5a9ebcb4beb2bfe149dd5095f2250f60d</id>
<content type='text'>
yay

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</entry>
<entry>
<title>depth buffer</title>
<updated>2026-07-19T00:40:13+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-19T00:21:42+00:00</published>
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<content type='text'>
yay

Change-Id: I7795e22712f27b262cde807a942ddec342d07c55
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</entry>
<entry>
<title>pull the shader data stuff into its own file</title>
<updated>2026-07-18T10:48:13+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-18T10:48:13+00:00</published>
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<content type='text'>
separate from the linear algebra stuff

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</entry>
<entry>
<title>draw the image</title>
<updated>2026-07-18T10:15:56+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-18T10:15:56+00:00</published>
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<content type='text'>
wow yay :)

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</entry>
<entry>
<title>load a texture image</title>
<updated>2026-07-18T08:14:49+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-18T01:43:05+00:00</published>
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<content type='text'>
also refactor buffer management a little

this doesn't yet draw the texture

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</entry>
<entry>
<title>it spins!!!!</title>
<updated>2026-07-16T05:35:16+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-13T20:25:16+00:00</published>
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<content type='text'>
ahem. more formally: provide animated uniforms to the shader, and use them

the tutorial just wants us to do three matrices, and to defer all the actual math to a library it recommends. that would certainly be simpler. anyway, we use quaterion+offset for everything but the projection frustum, and do all the math ourselves

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</entry>
<entry>
<title>use an index buffer now, and draw two triangles</title>
<updated>2026-07-12T01:00:08+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-12T01:00:08+00:00</published>
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</entry>
<entry>
<title>don't rely on having shared memory</title>
<updated>2026-07-12T00:38:21+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-12T00:36:48+00:00</published>
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<content type='text'>
this uses a staging buffer and a final buffer, per the tutorial. it also uses a new command pool for purely transient command buffers, which the tutorial mentions as a possibility but doesn't detail.

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</entry>
<entry>
<title>abstract buffer management</title>
<updated>2026-07-11T23:39:14+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-11T23:39:14+00:00</published>
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<entry>
<title>allocate and use a vertex buffer</title>
<updated>2026-07-10T04:26:44+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-10T04:26:44+00:00</published>
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<content type='text'>
kinda cool how the driver interfaces with the kernel to map memory on our behalf

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