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If instanceable uniforms are used, it is possible for the generated attributes to appear before the explicitly defined ones. This can lead to situations where drawing happens when attribute 0 is disabled, which prints a warning that this will result in a horrible slow emulation path on some desktop opengl environments.
It isn't clear if layout qualifiers are available in ES2, and it seems like they probably aren't, so inbefore just adding support for that, the glsl->glsl compiler should be updated to ensure an ideal order.
The text was updated successfully, but these errors were encountered:
This commit is an attempt to clean up the horrible technical debt that
has accumulated in the print_program method in the glsl compiler.
And by that, I mean, I rewrote the function from scratch.
This isn't a perfect replacement, and there are currently some
regressions which are evident by running through some of the demos, but
this is a much clearer approach, and I think will make further
development on the compiler much more pleasant.
This relates to issues #260 and #261.
If instanceable uniforms are used, it is possible for the generated attributes to appear before the explicitly defined ones. This can lead to situations where drawing happens when attribute 0 is disabled, which prints a warning that this will result in a horrible slow emulation path on some desktop opengl environments.
It isn't clear if layout qualifiers are available in ES2, and it seems like they probably aren't, so inbefore just adding support for that, the glsl->glsl compiler should be updated to ensure an ideal order.
The text was updated successfully, but these errors were encountered: