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My understanding is that if you want to use different vertex and fragment shaders together, you would need to create a new Program object anyway. So far I'm not aware of any part of the API that has these separate. Using GL_ARB_separate_shader_objects means that I'm not going to be able to target GLES, which does not have this extension (it has GL_EXT_separate_shader_objects but it's only supported by 8% of device configurations according to gpuinfo.org). It's technically not in core in OpenGL 3.3 either.
Is this something that can be removed?
The text was updated successfully, but these errors were encountered:
The GLES backend doesn't need GL_EXT_separate_shader_objects - it adds a different header that does not require any extensions. That said, I'm not sure why separate shader objects is needed for plain OpenGL either.
I noticed that in the injected shader header, the
GL_ARB_separate_shader_objects
extension is being marked as required:https://github.com/phaazon/luminance-rs/blob/0401251ad8ea8dbed788e2448f78b9574ef98321/luminance-gl/src/gl33/shader.rs#L258
My understanding is that if you want to use different vertex and fragment shaders together, you would need to create a new
Program
object anyway. So far I'm not aware of any part of the API that has these separate. UsingGL_ARB_separate_shader_objects
means that I'm not going to be able to target GLES, which does not have this extension (it hasGL_EXT_separate_shader_objects
but it's only supported by 8% of device configurations according to gpuinfo.org). It's technically not in core in OpenGL 3.3 either.Is this something that can be removed?
The text was updated successfully, but these errors were encountered: