Results 812 comments of Andre Weissflog

No plans yet, but from general experience: - I would tend to a minimalistic Lua interpreter since it is small and self-contained (I don't want to bloat client code size...

Yes that sounds like a good idea, I'm personally a bit of a sceptic of gameplay scripting, but having a robust and extensible scripting layer is definitely a good thing,...

Yes, this is sort-of by design because of hard-to-debug include collision when the generated shader headers are named identically, so the generated sources are created "out of source" in the...

...on second thought, maybe the "wrapper API" solution won't work, because the code which actually uses the shaders must indeed include the generated header files. Some sort of forward-declaration won't...

Ahh, yes you're right the generated header/source pair will be different on each platform, I think it's best if they go into a local .gitignore too. But I just found...

...ok here's a better solution, the idea is to export an additional header search directory from your shader library project. - first undo all the stuff describes above with the...

FYI I'll reopen the ticket as a FAQ, if others have the same problem :)

I solved a similar problem in another project with a code-gen script (it doesn't generate code though, just copy files from the project directory into the deployment directory). I don't...

ah I left the wrong line in the CMakeLists.txt gist, you need to remove the n3h5_files line in the CMakeLists.txt file. Did you check for typos in the filecopy.py filename...

Thanks for the detailed bug report :) This might be a bug in one of those places: - SPIRVCross itself (at least in the old version I'm currently using) -...