Jakub Hlusička
Jakub Hlusička
It might be worth considering `#[macro_export]`ing the `fix_array_impl_recursive` macro, too.
There is a release with precompiled executables: https://github.com/Limeth/euclider/releases/tag/v1.0.0
There seems to be a solution in the [source code of Piston](https://github.com/PistonDevelopers/glutin_window/blob/master/src/lib.rs#L216).
> Merge VertexShaderEntryPoint, TessControlShaderEntryPoint, etc. into a single struct named ShaderEntryPoint. One of the members will need to contain details specific to each entry point. How about something like this?...
What exactly should happen, when a file change is detected by `SpirvFileShaderLoader`?
So `SpirvFileShaderLoader` itself will have to insert it into `GraphicsPipeline` or `GraphicsPipelineParams`, meaning that it will have to hold a reference to them, correct?
Would you mind giving me some feedback? I am not too sure about all this. :D
Yes, I'll look into it
So I'm currently stuck on trying to get the rust compiler to work on Windows.
I tried following this guide and the installer recognized an encrypted LUKS partition and even prompted me to enter a password to decrypt it, but after entering the password, it...