Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

GL_NV_mesh_shader spec typo for per-primitive fragment shader inputs #31

Closed
zeux opened this issue Oct 22, 2018 · 3 comments
Closed

GL_NV_mesh_shader spec typo for per-primitive fragment shader inputs #31

zeux opened this issue Oct 22, 2018 · 3 comments

Comments

@zeux
Copy link

zeux commented Oct 22, 2018

The extension spec says:

    (add a new example to the second paragraph, p. 48)

      primitive in vec3 triangleNormal;

But it should use perprimitiveNV instead as far as I understand (perprimitiveNV is accepted by glslang, primitive isn't).

@zeux zeux changed the title GL_NV_mesh_shader has a typo for per-primitive fragment shader inputs GL_NV_mesh_shader spec typo for per-primitive fragment shader inputs Oct 22, 2018
@sparmarNV
Copy link
Contributor

#32 should take care of this issue.

@sparmarNV
Copy link
Contributor

PR #32 has been merged. This can be closed.

@zeux
Copy link
Author

zeux commented Oct 22, 2018

Perfect, thanks!

@zeux zeux closed this as completed Oct 22, 2018
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants