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The value for the built-in shader input matrix p3d_TextureMatrix[] is currently specified separately for each element, by incrementing the location index for each array item. As discovered in #846, however, older OpenGL versions do not appear to guarantee that successive elements in uniform arrays use consecutive location indices, and indeed Apple doesn't do this.
There is a hack in place to make this work, but it would be better if the built-in shader input passing system were instead designed to be able to pass in the whole array in one go.
The built-in shader input passing system is very arcane, so it might be worth doing a significant redesign, especially with support for uniform buffers in mind.
The text was updated successfully, but these errors were encountered:
The value for the built-in shader input matrix
p3d_TextureMatrix[]
is currently specified separately for each element, by incrementing the location index for each array item. As discovered in #846, however, older OpenGL versions do not appear to guarantee that successive elements in uniform arrays use consecutive location indices, and indeed Apple doesn't do this.There is a hack in place to make this work, but it would be better if the built-in shader input passing system were instead designed to be able to pass in the whole array in one go.
The built-in shader input passing system is very arcane, so it might be worth doing a significant redesign, especially with support for uniform buffers in mind.
The text was updated successfully, but these errors were encountered: