Commit 144b84e6 authored by pcy's avatar pcy
Browse files

README stuff etc

parent 03aca79f
......@@ -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:
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
......@@ -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.DONT_CARE, 0, null, 0);
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