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pcy
fnaglsl
Commits
144b84e6
Commit
144b84e6
authored
Jun 27, 2020
by
pcy
Browse files
README stuff etc
parent
03aca79f
Changes
2
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README.md
View file @
144b84e6
...
...
@@ -9,6 +9,10 @@ Kinda. Static shaders work. Passing vertex data is very hacky and brittle.
Uniforms seem to work, but aren't well-tested. Same goes for textures. Using
regular shaders interleaved w/ GLSL shader draw calls seems to work ok.
Also note that I only tested the code on Linux, with the FOSS drivers (Mesa).
So if you run Windows, OS X, or proprietary NVidia drivers, chances are high
something will break.
## How does this work?
No. Don't. Here be dragons.
...
...
@@ -22,6 +26,9 @@ Yes:
## How can I use it?
You shouldn't if you want software that's stable, but, in case you really
want to:
```
cs
var
glsl
=
new
GLSLEffect
(
GraphicsDevice
,
new
Dictionary
<
GLSLPurpose
,
string
>()
{
...
...
@@ -39,6 +46,8 @@ using (var bound = glsl.Bind())
}
```
NOTE: I'm
***NOT**
*
going to provide help with how to write shaders.
## License
```
...
...
src/GLSLEffect.cs
View file @
144b84e6
...
...
@@ -326,7 +326,8 @@ namespace PoroCYon.FNAGLSL {
* so what we do is we disable DEBUG_TYPE_ERRORs and set up vertex
* attributes ourselves (and undo that afterwards)
*/
// TODO: we kinda need the vertex format in the first place...
//// TODO: we kinda need the vertex format in the first place...
// eh, seems to work without...
GL
.
DebugMessageControl
(
GL
.
DONT_CARE
,
GL
.
DEBUG_TYPE_ERROR
,
GL
.
DONT_CARE
,
0
,
null
,
0
);
...
...
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