What are you working on, Jow Forums?
Last thread:
What are you working on, Jow Forums?
Last thread:
Get that gay itoddler shit out of here.
Odin is #1
Cute compiler
So when dealing with OpenGL and shaders I see people usually have a struct holding the unfirom locations, how does it work once you scale up to like dozens or hundreds of various shaders that require different inputs and such? Do you just have a giant ass struct with every possible attribute for every shader or is there a cleaner solution?
So is this a bot? Or does someone dedicate their whole life to posting "itoddler" every time their hated manufacturer is mentioned?
On my little wayland terminal emulator.
may this thread be comfy
You only bind what's needed per shader?
>all those magic numbers all over the place
oh the horror