Baggers
Baggers
https://www.khronos.org/opengl/wiki/Texture_Storage#Texture_views Wishlist stuff. No urgency
In the following code: ``` (defpipeline-g pline-0 () :vertex (lambda-g ((vert g-pnt) &uniform (offset3 :vec3) (color :vec4)) (let ((pos3 (pos vert))) (values (v! (+ pos3 offset3) 1) color))) :fragment (lambda-g...
The gpu-function fails and then it it compiled into the pipeline which if called (which is usually the case due to livecoding) fails again. related to https://github.com/cbaggers/cepl/issues/260 as it is...
Once a gpu-function is done, by which I mean will not be recompiled interactively, there is no point having it perform a test compile when the macro is expanded. There...
This may be wrong as I'm going on memory right now, The implicit cepl context is causing us issues when the thread loading the code isnt the one we want...
These are more recently added features, but I'm annoyed I missed them in the last documentation sweep - color - compute - gpu-fences - queries - render-buffers - scissor -...
UBOs still feel too hacky. Mainly because of the gpu-array with 1 element thing. Work out how to make this feel nicer. I feel tempted to make the interface block...
Of course index would be invalid in this case but this lets people draw n polygons without specifying gpu-arrays (same as we do for single stage pipelines)
something along the lines of ``` (with-fixed-state (..options..) ..body..) ``` To start with just reset all state we cache to something sane, then expose a means to pick what is...
https://github.com/cbaggers/cepl/blob/master/core/blending/blending.lisp#L79