Mateusz Kielan
Mateusz Kielan
I'd very much appreciate namespaces and being able to define at least "static struct methods" because as it stands right now I'm having to mangle my function and struct names...
I would advise to abandon matching shader inputs to variable names with C++ This has been made obsolete with the `layout` qualifier https://www.khronos.org/opengl/wiki/Layout_Qualifier_(GLSL) Since you've migrated to OpenGL 3.3 you...
Starting from around OpenGL 3.2 or 3.3 '#version XXX` actually means '#version XXX core` so unless you specify `#version 150 compatibility` your shaders will most likely not compile (unless they...
on the topic of name mangling, you can see the sheer "prefix insanity" here https://github.com/buildaworldnet/IrrlichtBAW/tree/property_pool/include/irr/builtin/glsl/bxdf
Rust generics dont take non type parameters (e.g. integers) AFAIK, if I wanted to create a statically unrolled loop of then, metaprogramming via C++ templates makes it easy. I simply...
Can I use it as a standalone thing (no shaders mixed with my C++) and does it have feature parity with all the Vulkan GLSL dialect (all the extensions) ?
Ok, you're doing God's work... good luck with securing funding. Btw, does it absolutely require the pointer extension?
@seanbaxter the only thing I'm "queasy" about is a requirement for hardware pointer extension... I'd like to see something like "ranged pointers" implemented in the language, i.e. pointer that can...
> Have you gone to all the typical subreddits like /r/Vulkan, /r/GraphicsProgramming, /r/cpp, /r/programming? I'm surprised Khronos, Valve, and others haven't already endorsed this otherwise. I think that's all the...
Let's not lag behind HLSL people https://github.com/microsoft/DirectXShaderCompiler/blob/hlsl-2021/tools/clang/test/HLSLFileCheck/hlsl/template/RandomGenerators.hlsl