#Headless rendering to shared pixel buffer (show in Slint UI)
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Saw that example but it does not show how to map the texture to a buffer. It uses another camera as the destination of the texture. Neither headless ofc.
Do you think this this approach could work for my use case? https://gist.github.com/Niedzwiedzw/75b97a6cb93b2872d9523151966a3951
Maybe in combination with the headless approach here (in combination with 'without winit')? https://github.com/bevyengine/bevy/blob/main/examples/app/headless.rs
I found this question in the Q&A which could also be an option as Slint Image supports being created from an OpenGL texture but it hasn't been asnwered yet:
https://github.com/bevyengine/bevy/discussions/7251