Comments (4)
Got the draft. Need some feedback.
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Shader parameters (also called uniforms) are values provided by the user, that are not changing through the draw call execution.
should be
Shader parameters (also called uniforms) are values, provided by the user, that are constant through the draw call's execution.
The following is not wrong, but it can lead to needless debate over the merit of Javscript rather then Gfx.
It is ironic though, since JavaScript behind it has thousands of ways to SYF. For example, no one stops you from changing the type of the parameter after the material is created.
This needs to be phrased better:
We are using a procedural macro in Rust to generate an implementation of
ShaderParam
trait for a given struct, as well as a linked structure that has the same variables but indices instead of the original types.
You actually want to explain this problem in a more general sense. You rush over the problem and people unfamiliar with opengl will be like "So what is this solving?"
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@csherratt Thank you for the notes. I agree this article needs more general sense in it, will think about that.
from gfx.
We'll probably need to rewrite it a couple more times. Yet it's published now:
http://gfx-rs.github.io/2014/08/27/shader-param.html
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