// TODO: Fix this example when we switch to actively maintained rendering // backend. Right now we would have to update `gfx_window_glutin` to work with // the latest version of glutin or we would need to add headless support to // `old_school_gfx_glutin_ext`. fn main() { println!("Example temporarily disabled, see the TODO comment for details"); } /*use common::comp; use gfx_window_glutin::init_headless; use vek::*; use veloren_voxygen::{render, scene::simple as scene}; fn main() { // Setup renderer let dim = (200u16, 300u16, 1, gfx::texture::AaMode::Single); let events_loop = glutin::EventsLoop::new(); let context = glutin::ContextBuilder::new() .with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGl, (3, 2))) .build_headless(&events_loop, (dim.0 as u32, dim.1 as u32).into()) .expect("Failed to build headless context"); let (_context, device, factory, color_view, depth_view) = init_headless(context, dim); let mut renderer = render::Renderer::new(device, factory, color_view, depth_view, Default::default()).unwrap(); // Create character let body = comp::humanoid::Body::random(); let loadout = comp::Loadout { active_item: None, second_item: None, shoulder: None, chest: None, belt: None, hand: None, pants: None, foot: None, back: None, ring: None, neck: None, lantern: None, head: None, tabard: None, }; // Setup scene (using the character selection screen `Scene`) let mut scene = scene::Scene::new(&mut renderer, None); let scene_data = scene::SceneData { time: 1.0, delta_time: 1.0, tick: 0, body: Some(body.clone()), gamma: 1.0, mouse_smoothing: true, figure_lod_render_distance: 250.0, }; scene.camera_mut().set_focus_pos(Vec3::unit_z() * 0.8); scene.camera_mut().set_distance(1.5); scene .camera_mut() .update(0.0, 1.0 / 60.0, scene_data.mouse_smoothing); scene.maintain(&mut renderer, scene_data, Some(&loadout)); // Render renderer.clear(); scene.render(&mut renderer, 0, Some(body), Some(&loadout)); renderer.flush(); // Get image let img = renderer.create_screenshot().unwrap(); img.save("character.png").unwrap(); }*/