Jan van Brügge

Results 200 comments of Jan van Brügge

For me it happens only with the webpack 2 node API, with the cli everything works fine

Ok, thank you, having the local version would at least allow me to work offline better. Still, would be nice to investigate how to index the cloned versions so you...

Now I am again stuck with memory layout on the shader side. I am super happy with vulkano, but a section in the guide would so helpful.

I discovered this while doing an assignment. I had [this simple shader](https://github.com/jvanbruegge/rust-raytracer-assignment/blob/cf823dddf7d0816d4d94a878c63fbae296b0d1d5/shaders/fragment.glsl#L18) that has an array of `vec3`. But on the Rust side, [I have to use an array of...

Almost correct, see this: ``` Rust side: x1 y1 z1 x2 y2 z2 x3 y3 z3 Shader side: x1 y1 z1 (w1) x2 y2 z2 (w2) x3 ``` So yeah,...

No, with the padding applied on the Rust side (that works): ``` Rust side: x1 y1 z1 0 x2 y2 z2 0 x3 y3 z3 Shader side: x1 y1 z1...

No, when having two vectors `(1,2,3),(4,5,6)` in Rust, without padding, I get in GLSL the two vectors `(1,2,3),(5,6,X)` where X is random (or 0; can't remeber how GLSL handles uninitialized...

it would be amazing if we could reflect the GLSL struct into Rust. Then we could use a custom "serializer" that takes care of alignment. I am not sure if...

I think I found the proper way to fix this (have not been able to test it though). Annotate structs with `#[repr(C, align(16))]` instead of just `#[repr(C)]`. I did not...

I've added a test, but I was not yet able to find a minimal webpack config that causes the paths to be wrong