Results 208 comments of Bjorn

From a discussion: ``` lovr.graphics.getDefaultShaderCode(DefaultShader, [ShaderStage]) ```

Another thing that may help here is to split each shader into lots of tiny little helper functions. So you'd have dozens of these little functions e.g.: - `lovrComputeSkinningMatrix` -...

This is implemented on dev branch.

Implemented on dev branch, along with indirect compute dispatch.

Use it for a spiffy heightmap example

Maybe a ShaderFlag to help write vertex shaders that displace vertices based on textures.

:+1: wonder if it should be a table or 2 numbers

This is implemented on dev branch (takes x and y subdivisions, works with both line and fill modes).

These are different issues. In #230, new words were starting past the wrap limit if there was a space straddling the wrap limit, which was not intended behavior. In the...