Pippijn van Steenhoven

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I'm very interested in this draft. I haven't been able to get it to work, but maybe I did something wrong when porting your changes to my fork (a very...

Oh, I was using geometry-shader. Yikes :). Anyway, I got it to work, except it only works with 1 shader input. Here are some working examples: https://github.com/homectl/lambdaray/blob/main/GPipe-GLFW/tools/gshader3d_test.hs https://github.com/homectl/lambdaray/blob/main/GPipe-GLFW/tools/gshader2d_test.hs I'll look...

Looks like you did a lot there :P that's going to be a bit of a pain to merge into mine, but I'll get to it.

On second thought, it might be better for me to just redo all of my own refactorings on top of your fork.

I tested my example with transform-feedback, and it doesn't work. ``` GPipeException "A geometry shader compilation failed:\n0(18) : error C1503: undefined variable \"vgf3\"\n0(19) : ... ```

Ah, thanks. Now that works :). I'm going to re-do my own refactorings on top of this now.

@Chatanga http://hackage.haskell.org/package/GPipe-Core (repo: https://github.com/homectl/workspace) contains your transform feedback and geometry shader stuff, as well as some optimisations I did yesterday that make shader compilation 10-18x faster.

Removing the strictness annotations does nothing. I haven't looked into what exactly is slow there, but just looking at the code, it seems way too much abstraction for writing bytes...

I'm doing a bit of work on it here: https://github.com/homectl/lambdaray Feel free to look around. I'm probably not going to make PRs anytime soon, but changing String to Text made...

FWIW, I think this project is pretty cool and definitely good for your game. Have a look at http://lambdacube3d.com/ as well, though. I used it a bit and I like...