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7 daysfactor out the render commands into a new scene moduleIrene Knapp
use push constants this concludes the tutorial; there's now a bit of fairly obvious refactoring to do to group objects in a way that reflects when they're needed, which can be followed by building a real scene graph Change-Id: Id3b76d00d08ae915270095bd606e41767b7ec177 Force-Push: yes
2026-07-18draw a second squareIrene Knapp
in order to test the depth buffer, which does not yet exist Force-Push: yes Change-Id: Ibb4c279ff8b83ad9c0c37897f623631c4e342fb0
2026-07-18draw the imageIrene Knapp
wow yay :) Force-Push: yes Change-Id: I7053ec3a7ed7b46e9c9d1260fd0f73b398b798af
2026-07-17add Transformation::look_at()Irene Knapp
now we have real camera behavior. yay! Force-Push: yes Change-Id: I291d0cce0f2624e9bff8356c8dbe2aabc49599e2
2026-07-15it spins!!!!Irene Knapp
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 Change-Id: I399f432bebb1e7ca4d4342efa1d5aaf37b32f427 Force-Push: yes
2026-07-09allocate and use a vertex bufferIrene Knapp
kinda cool how the driver interfaces with the kernel to map memory on our behalf Force-Push: yes Change-Id: I906f68b59dcedc1fd6d9bfc52c9b299abc9cd828
2026-07-06render a few frames at onceIrene Knapp
Force-Push: yes Change-Id: Ibf09815b6d64c80242d623a1a5f387d6e7166f67
2026-07-05successfully instantiate the render pipelineIrene Knapp
in the words of the tutorial, "We are already getting quite close to seeing something pop up on the screen"..... it took THREE DAYS. encouragement is great and all, but perhaps don't trivialize that effort Force-Push: yes Change-Id: Icf7fd651dbf12cae0320f98d1622fad5fcd3fd0d