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Commit 2d53237

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N21: rafx (rust-gamedev#598)
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‎content/news/021/index.md

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@@ -292,6 +292,33 @@ GUI.
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[KindNES]: https://github.com/henryksloan/kind-nes/releases/tag/v0.9.1-beta
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[@henryksloan]: https://github.com/henryksloan
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### [rafx]
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[![Rafx WebGL 1.0 Demo](rafx-webgl1-demo.png)][rafx-webgl-demo]
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_Rafx WebGL 1.0 support, [click for live demo][rafx-webgl-demo]!_
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Rafx is a multi-backend renderer that optionally integrates with the
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[distill][rafx-distill] asset pipeline. This month, frustum culling
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and a new OpenGL ES 2.0/WebGL 1.0 backend were added.
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[@dvd] revived the `rafx-visibility` crate and implemented frustum culling.
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Frustum culling greatly reduces draw call counts, improving frame rate
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in certain scenes. The changes also improve consistency between various
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rendering feature implementations (i.e. meshes, text etc.) and avoids running
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the extract-prepare-submit pipeline on entities that are not visible.
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[@aclysma] implemented an OpenGL ES 2.0 backend. While ES2 cannot support all
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funcionality in `rafx-api`, it provides very broad compatibility. This means
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the core functionality of rafx-api can be used with almost any mobile device
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or browser ([~98% web coverage][rafx-webgl-caniuse].)
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[rafx]: https://github.com/aclysma/rafx
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[rafx-webgl-demo]: https://aclysma.github.io/rafx/demo-web/index.html
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[rafx-distill]: https://github.com/amethyst/distill
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[rafx-webgl-caniuse]: https://caniuse.com/?search=webgl
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[@aclysma]: https://github.com/aclysma
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[@dvd]: https://github.com/DavidVonDerau
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### [profiling]
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[![Screenshot of Optick Profiler](profiling.png)](profiling.png)

‎content/news/021/rafx-webgl1-demo.png

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