Release Notes for v0.9.02021-03-26
First release of
rs-pbrt in 2021!
The source code is currently not changing that much anymore. The renderer is more or less feature complete and compatible to v3 of the C++ code. The book about v4 is on the horizon and the matching C++ code already online. I created an invite to a Discord channel (about the Rust version), which will expire after 100 uses.
To be honest, v4 looks pretty good, and deals with GPUs
vs. CPUs, but I doubt I will have that much time to work on a Rust
counterpart anymore. I'm more than willing to participate in such an
undertaking, but not as more or less the only developer (
Click here for a link to the YouTube video. In the video I show the C++ code of pbrt v4 in action, rendering an example scene into the tev viewer. I do plan to port at least this feature over to the Rust counterpart. Any help on that would be appreciated.
To make things more user friendly I started to provide a Windows
.msi) for those who are not familiar with Rust and how to compile
an executable themselves. From now on this will be part of each
similar for Linux is planned. For Windows I used the WiX
toolset and the Rust crate
cargo-wix. The installation
itself should be self-explanatory, but here are some screenshots:
I didn't find a way to make this dual-licensed, so only one of the licenses will show up in the installer (for now).
Right now there should be a copy of the license in Rich Text
bin folder containing a Windows executable (extension
rs_pbrt.exe. In the future I would like to add at least a
couple of scenes in
.pbrt (v3) format to the installer, but maybe
it's best to distribute those separatly.
I hope I didn't forget anything important. Have fun and enjoy the v0.9.0 release.