[fixed] Request for a shorthand addHighLevelShader for GL

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hendu
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[fixed] Request for a shorthand addHighLevelShader for GL

Post by hendu »

GLSL functions are always named "main", and have no need for the DX version param. This currently means having two unneeded parameters in the addHighLevelShader call per shader type (vert, frag, geom - up to 6 unnecessary params).

It would be more elegant not to require those params - to have two (one for vert+frag, one for v+f+g) shorthand function wrappers in Irrlicht.


This is somewhat easier to work around client-side than the float* int* cast, but still this would be an improvement in the API :)
Last edited by hendu on Wed Jan 04, 2012 2:19 pm, edited 1 time in total.
hendu
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Re: Request for a shorthand addHighLevelShader for GL

Post by hendu »

Ping. I'm willing to post patches, but please give me a yea/nay :)
CuteAlien
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Re: Request for a shorthand addHighLevelShader for GL

Post by CuteAlien »

*sigh* we really need someone again in the team who cares mainly about Shaders... it does not seem like BlindSide will come back. I can say unfortunately nothing at all about it, never coded a Shader myself, so have to leave this for now to Hybrid.
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hybrid
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Re: Request for a shorthand addHighLevelShader for GL

Post by hybrid »

Yes, that's ok. I even have some patches for similar things. Please send in a patch for this one.
hendu
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Re: Request for a shorthand addHighLevelShader for GL

Post by hendu »

Ping as the holidays are over.
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