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Question: manually constructing a Viewport struct #1103

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@TooManyBees

I have a weird use case for piston2d-graphics, where I'm making draw calls without a game loop, because I'm generating a batch of one-off images in a headless OpenGL context. The problem is that, given a glutin::HeadlessContext with dimensions widthxheight, I don't know how to construct a graphics::Viewport that covers exactly that rectangle.

For clarity, here's where my code diverges from regular code. Where a lot of sample code suggests something like

letmut glgraphics = GlGraphics::new(opengl);letmut events = Events::new(EventSettings::new());whileletSome(e) = events.next(&mut window){ifletSome(args) = e.render_args(){
glgraphics.draw(e.viewport(), |c, g| {
something.draw(c.transform, g);});}

I instead use code like this, because I don't have a window or event loop:

letmut glgraphics = GlGraphics::new(opengl);let viewport = Viewport{rect:[0,0, width, height],// pretty sure this is wrong!draw_size:[width asu32, height asu32],window_size:[width asu32, height asu32],};for _ insome_iterator(){
glgraphics.draw(&viewport, |c, g| {/* what I'd like to write is graphics::image(&some_texture, c.transform, g); but to make sure my viewport coordinates are sensible I currently write */
graphics::Rectangle::new([1.0,1.0,1.0,1.0]).draw([0.0,0.0,1000.0,1000.0],&c.draw_state, c.transform, g);// and, spoiler, they're not});}

The resulting image shows the square stretched out of shape, and partially off the horizontal edge it should be aligned to, and I'm pretty sure it's the result of my initial viewport dimensions being wrong.

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      Question: manually constructing a Viewport struct · Issue #1103 · PistonDevelopers/graphics · GitHub
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      Question: manually constructing a Viewport struct #1103

      Description

      @TooManyBees

      I have a weird use case for piston2d-graphics, where I'm making draw calls without a game loop, because I'm generating a batch of one-off images in a headless OpenGL context. The problem is that, given a glutin::HeadlessContext with dimensions widthxheight, I don't know how to construct a graphics::Viewport that covers exactly that rectangle.

      For clarity, here's where my code diverges from regular code. Where a lot of sample code suggests something like

      letmut glgraphics = GlGraphics::new(opengl);letmut events = Events::new(EventSettings::new());whileletSome(e) = events.next(&mut window){ifletSome(args) = e.render_args(){
      glgraphics.draw(e.viewport(), |c, g| {
      something.draw(c.transform, g);});}

      I instead use code like this, because I don't have a window or event loop:

      letmut glgraphics = GlGraphics::new(opengl);let viewport = Viewport{rect:[0,0, width, height],// pretty sure this is wrong!draw_size:[width asu32, height asu32],window_size:[width asu32, height asu32],};for _ insome_iterator(){
      glgraphics.draw(&viewport, |c, g| {/* what I'd like to write is graphics::image(&some_texture, c.transform, g); but to make sure my viewport coordinates are sensible I currently write */
      graphics::Rectangle::new([1.0,1.0,1.0,1.0]).draw([0.0,0.0,1000.0,1000.0],&c.draw_state, c.transform, g);// and, spoiler, they're not});}

      The resulting image shows the square stretched out of shape, and partially off the horizontal edge it should be aligned to, and I'm pretty sure it's the result of my initial viewport dimensions being wrong.

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          Question: manually constructing a Viewport struct #1103

          Description

          @TooManyBees

          I have a weird use case for piston2d-graphics, where I'm making draw calls without a game loop, because I'm generating a batch of one-off images in a headless OpenGL context. The problem is that, given a glutin::HeadlessContext with dimensions widthxheight, I don't know how to construct a graphics::Viewport that covers exactly that rectangle.

          For clarity, here's where my code diverges from regular code. Where a lot of sample code suggests something like

          letmut glgraphics = GlGraphics::new(opengl);letmut events = Events::new(EventSettings::new());whileletSome(e) = events.next(&mut window){ifletSome(args) = e.render_args(){
          glgraphics.draw(e.viewport(), |c, g| {
          something.draw(c.transform, g);});}

          I instead use code like this, because I don't have a window or event loop:

          letmut glgraphics = GlGraphics::new(opengl);let viewport = Viewport{rect:[0,0, width, height],// pretty sure this is wrong!draw_size:[width asu32, height asu32],window_size:[width asu32, height asu32],};for _ insome_iterator(){
          glgraphics.draw(&viewport, |c, g| {/* what I'd like to write is graphics::image(&some_texture, c.transform, g); but to make sure my viewport coordinates are sensible I currently write */
          graphics::Rectangle::new([1.0,1.0,1.0,1.0]).draw([0.0,0.0,1000.0,1000.0],&c.draw_state, c.transform, g);// and, spoiler, they're not});}

          The resulting image shows the square stretched out of shape, and partially off the horizontal edge it should be aligned to, and I'm pretty sure it's the result of my initial viewport dimensions being wrong.

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              Question: manually constructing a Viewport struct #1103

              Description

              @TooManyBees

              I have a weird use case for piston2d-graphics, where I'm making draw calls without a game loop, because I'm generating a batch of one-off images in a headless OpenGL context. The problem is that, given a glutin::HeadlessContext with dimensions widthxheight, I don't know how to construct a graphics::Viewport that covers exactly that rectangle.

              For clarity, here's where my code diverges from regular code. Where a lot of sample code suggests something like

              letmut glgraphics = GlGraphics::new(opengl);letmut events = Events::new(EventSettings::new());whileletSome(e) = events.next(&mut window){ifletSome(args) = e.render_args(){
              glgraphics.draw(e.viewport(), |c, g| {
              something.draw(c.transform, g);});}

              I instead use code like this, because I don't have a window or event loop:

              letmut glgraphics = GlGraphics::new(opengl);let viewport = Viewport{rect:[0,0, width, height],// pretty sure this is wrong!draw_size:[width asu32, height asu32],window_size:[width asu32, height asu32],};for _ insome_iterator(){
              glgraphics.draw(&viewport, |c, g| {/* what I'd like to write is graphics::image(&some_texture, c.transform, g); but to make sure my viewport coordinates are sensible I currently write */
              graphics::Rectangle::new([1.0,1.0,1.0,1.0]).draw([0.0,0.0,1000.0,1000.0],&c.draw_state, c.transform, g);// and, spoiler, they're not});}

              The resulting image shows the square stretched out of shape, and partially off the horizontal edge it should be aligned to, and I'm pretty sure it's the result of my initial viewport dimensions being wrong.

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                  Skip to content

                  Question: manually constructing a Viewport struct #1103

                  Description

                  @TooManyBees

                  I have a weird use case for piston2d-graphics, where I'm making draw calls without a game loop, because I'm generating a batch of one-off images in a headless OpenGL context. The problem is that, given a glutin::HeadlessContext with dimensions widthxheight, I don't know how to construct a graphics::Viewport that covers exactly that rectangle.

                  For clarity, here's where my code diverges from regular code. Where a lot of sample code suggests something like

                  letmut glgraphics = GlGraphics::new(opengl);letmut events = Events::new(EventSettings::new());whileletSome(e) = events.next(&mut window){ifletSome(args) = e.render_args(){
                  glgraphics.draw(e.viewport(), |c, g| {
                  something.draw(c.transform, g);});}

                  I instead use code like this, because I don't have a window or event loop:

                  letmut glgraphics = GlGraphics::new(opengl);let viewport = Viewport{rect:[0,0, width, height],// pretty sure this is wrong!draw_size:[width asu32, height asu32],window_size:[width asu32, height asu32],};for _ insome_iterator(){
                  glgraphics.draw(&viewport, |c, g| {/* what I'd like to write is graphics::image(&some_texture, c.transform, g); but to make sure my viewport coordinates are sensible I currently write */
                  graphics::Rectangle::new([1.0,1.0,1.0,1.0]).draw([0.0,0.0,1000.0,1000.0],&c.draw_state, c.transform, g);// and, spoiler, they're not});}

                  The resulting image shows the square stretched out of shape, and partially off the horizontal edge it should be aligned to, and I'm pretty sure it's the result of my initial viewport dimensions being wrong.

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                      Skip to content

                      Question: manually constructing a Viewport struct #1103

                      Description

                      @TooManyBees

                      I have a weird use case for piston2d-graphics, where I'm making draw calls without a game loop, because I'm generating a batch of one-off images in a headless OpenGL context. The problem is that, given a glutin::HeadlessContext with dimensions widthxheight, I don't know how to construct a graphics::Viewport that covers exactly that rectangle.

                      For clarity, here's where my code diverges from regular code. Where a lot of sample code suggests something like

                      letmut glgraphics = GlGraphics::new(opengl);letmut events = Events::new(EventSettings::new());whileletSome(e) = events.next(&mut window){ifletSome(args) = e.render_args(){
                      glgraphics.draw(e.viewport(), |c, g| {
                      something.draw(c.transform, g);});}

                      I instead use code like this, because I don't have a window or event loop:

                      letmut glgraphics = GlGraphics::new(opengl);let viewport = Viewport{rect:[0,0, width, height],// pretty sure this is wrong!draw_size:[width asu32, height asu32],window_size:[width asu32, height asu32],};for _ insome_iterator(){
                      glgraphics.draw(&viewport, |c, g| {/* what I'd like to write is graphics::image(&some_texture, c.transform, g); but to make sure my viewport coordinates are sensible I currently write */
                      graphics::Rectangle::new([1.0,1.0,1.0,1.0]).draw([0.0,0.0,1000.0,1000.0],&c.draw_state, c.transform, g);// and, spoiler, they're not});}

                      The resulting image shows the square stretched out of shape, and partially off the horizontal edge it should be aligned to, and I'm pretty sure it's the result of my initial viewport dimensions being wrong.

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                          Question: manually constructing a Viewport struct #1103

                          Description

                          @TooManyBees

                          I have a weird use case for piston2d-graphics, where I'm making draw calls without a game loop, because I'm generating a batch of one-off images in a headless OpenGL context. The problem is that, given a glutin::HeadlessContext with dimensions widthxheight, I don't know how to construct a graphics::Viewport that covers exactly that rectangle.

                          For clarity, here's where my code diverges from regular code. Where a lot of sample code suggests something like

                          letmut glgraphics = GlGraphics::new(opengl);letmut events = Events::new(EventSettings::new());whileletSome(e) = events.next(&mut window){ifletSome(args) = e.render_args(){
                          glgraphics.draw(e.viewport(), |c, g| {
                          something.draw(c.transform, g);});}

                          I instead use code like this, because I don't have a window or event loop:

                          letmut glgraphics = GlGraphics::new(opengl);let viewport = Viewport{rect:[0,0, width, height],// pretty sure this is wrong!draw_size:[width asu32, height asu32],window_size:[width asu32, height asu32],};for _ insome_iterator(){
                          glgraphics.draw(&viewport, |c, g| {/* what I'd like to write is graphics::image(&some_texture, c.transform, g); but to make sure my viewport coordinates are sensible I currently write */
                          graphics::Rectangle::new([1.0,1.0,1.0,1.0]).draw([0.0,0.0,1000.0,1000.0],&c.draw_state, c.transform, g);// and, spoiler, they're not});}

                          The resulting image shows the square stretched out of shape, and partially off the horizontal edge it should be aligned to, and I'm pretty sure it's the result of my initial viewport dimensions being wrong.

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                              Question: manually constructing a Viewport struct #1103

                              Description

                              @TooManyBees

                              I have a weird use case for piston2d-graphics, where I'm making draw calls without a game loop, because I'm generating a batch of one-off images in a headless OpenGL context. The problem is that, given a glutin::HeadlessContext with dimensions widthxheight, I don't know how to construct a graphics::Viewport that covers exactly that rectangle.

                              For clarity, here's where my code diverges from regular code. Where a lot of sample code suggests something like

                              letmut glgraphics = GlGraphics::new(opengl);letmut events = Events::new(EventSettings::new());whileletSome(e) = events.next(&mut window){ifletSome(args) = e.render_args(){
                              glgraphics.draw(e.viewport(), |c, g| {
                              something.draw(c.transform, g);});}

                              I instead use code like this, because I don't have a window or event loop:

                              letmut glgraphics = GlGraphics::new(opengl);let viewport = Viewport{rect:[0,0, width, height],// pretty sure this is wrong!draw_size:[width asu32, height asu32],window_size:[width asu32, height asu32],};for _ insome_iterator(){
                              glgraphics.draw(&viewport, |c, g| {/* what I'd like to write is graphics::image(&some_texture, c.transform, g); but to make sure my viewport coordinates are sensible I currently write */
                              graphics::Rectangle::new([1.0,1.0,1.0,1.0]).draw([0.0,0.0,1000.0,1000.0],&c.draw_state, c.transform, g);// and, spoiler, they're not});}

                              The resulting image shows the square stretched out of shape, and partially off the horizontal edge it should be aligned to, and I'm pretty sure it's the result of my initial viewport dimensions being wrong.

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