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gfx's Issues

shader compile/link error output

Shader compile and link output should output to a user provided io.Writer, and return an error if errors were written, by...checking for "error" in the output? Or by calling glGetError()? Need to test.

Another thought: the OpenGL API just returns a big string for the output, so maybe we should just return a special error that you can type assert to to grab the log output string. An io.Writer might actually be nicer, though?

improve vertex attributes extensibility

Right now, we provide 4 user data slots, bunch of texcoord slots, etc. and it just feels really messy even though this is what most people do. Ideally, we need to find a more flexible and sensible approach.

Shader.AssignUniforms needs finalizing

  1. Needs to return an error. A lot of room for user error, where uniform names need to match the shader.
  2. Recurse down embedded structs to find fields. (unless reflect already does this?)
  3. Skip unexported fields, as they will panic.
  4. Proper Sampler2D handling, allotting to the correct texture units.
  5. Support for all other basic uniform types, such as float arrays from 1 to 4, and integers.
  6. Consider values via reflect.Kind instead of type switch, as we only care about the primitive type.

api for 32-bit indices

Right now only 16-bit indices are supported, which is kind of bad but the API is simple.

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