Discover and read the best of Twitter Threads about #OpenGL

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Since my last experiment with #LeapMotion connected on #OculusQuest, streaming usb data to PC to get hands through WebSocket, #Oculus have opened their Hand API. So I was thinking about doing other things with this configuration.
I have enhanced a little the mount, by using 3D printing and some scratch as you can see in the image below. Pretty easy to mount/unmount the leap on quest, but difficult to position it exactly the way I want...
I was thinking about using the leap in UVC mode to access image data directly on the Quest. To save time, I have used a Unity Asset : USB Camera for Unity Android from Chaosikaros, and after some #OpenGL / FBO problems, I was able to access the YUY2 image interpretation.
Read 10 tweets
I am so impressed with @rustlang support for #WebAssembly using the wasm-bindgen tools! Just finished implementing a #WebGL backend to my toy renderer in addition to #OpenGL. This makes it possible to build the same application to both desktop and web!

@rustwasm #rustwasm
The only difference between the web and desktop version is whether to use OpenGL or WebGL functions (provided by the web-sys crate) and of course window setup and input handling. Worth noticing, the web version seems to perform significantly better than the Mac desktop version!
Live example: asny.github.io/spider-web/ind… (It takes a little while to load, so be patient. Also, it is only tested in Chrome.)

Source code: github.com/asny/Dust (Not really meant to be published - at least not yet - so it is at your own risk!)
Read 3 tweets

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