GLOW
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element syntax still used when cloning a shader
When i clone a shader, code seems to be looking for element, while a regular compile looks for indices, etc.
For now, i am using modified code. Will appreciate if this bug is fixed.
Btw, excellent work. If my work becomes relevant, will definitely send a reference for your listing :)
Hey! Your right, that's a bug. I'm in no position to solve it the coming week (deadline!). If you're in a hurry, please fork, give it a go and send me a merge request.
Glad to hear you like GLOW and I'm really looking forward to see what you're cooking!
Thx.
ATM, i am just creating a 0 size texture and got it working.
One thing which I am observing is that with GLOW, CPU usage is little on the higher side, when I simply rotate a cube (around 30%), compared to same scenario in THREE.js (around 5-6%).
Regards
On Sat, Feb 4, 2012 at 5:39 PM, Mikael Emtinger < [email protected]
wrote:
Hey! Your right, that's a bug. I'm in no position to solve it the coming week (deadline!). If you're in a hurry, please fork, give it a go and send me a merge request.
Glad to hear you like GLOW and I'm really looking forward to see what you're cooking!
Reply to this email directly or view it on GitHub: https://github.com/empaempa/GLOW/issues/8#issuecomment-3813966
Oh! Really? Interesting. Having worked a lot with the Three.js WebGLRenderer I'm quite surprised. Did you profile it to see where the bottleneck is? Do you have an example to share?
Thanks!