VReaperV
VReaperV
I still need to fix a small part of the material rendering code to make textures resident, so that might be why you're seeing black textures there.
Oh, that's weird. That commit was mostly meant to just finish up some render stages other than generic and lightMapping, I'll look at this.
> With latest commit I got this: Which map is that? I've not been able to reproduce it so far.
Squashed the commit with minor fixes from reviews, no code changes here.
> Please use the feature at least once in some shader. That way we can see how it is supposed to be used and verify that it really works. Like...
> The existing "include" method (vertexInlines/fragmentInlines) uses the `#line` directive so that compiler errors have the right line number. It would be nice to have that here too (and also...
> I agree with the idea of just writing the file name with the suffix `_fp`/`_vp`. Having the ability to include the same file in both vertex and fragment shaders...
> The existing "include" method (vertexInlines/fragmentInlines) uses the `#line` directive so that compiler errors have the right line number. It would be nice to have that here too (and also...
> I agree with the idea of just writing the file name with the suffix `_fp`/`_vp`. Having the ability to include the same file in both vertex and fragment shaders...
> OK, I thought it would be easy to add an example since once of the fragmentInlines/vertexInlines could be trivially replaced with a `#insert` but maybe I'm wrong. It would...