Bjorn
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.
Defaults to zero
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...