[GEM-dev] help with glsl abstractions

ub u at sansculotte.net
Mon Sep 2 12:54:55 CEST 2013


On 02.09.2013 12:32, Nicolas Montgermont wrote:
>
>>>  >
>>>> Le 26/07/2013 14:03, IOhannes m zmölnig a écrit :
>>>> > On 07/26/13 11:44, Jack wrote:
>>>> >> Hello,
>>>> >>
>>>> >> I would like to create GLSL abstractions in the help directory, 
>>>> which
>>>> >> would replace pix_ objects when possible. The name would start with
>>>> >> glsl_ instead of pix_.
>>>>
>>>> > sound good.
>>>>
> I was wondering, isn't a name connected to pix could be better suited?
> for example
> pix_alpha -> pix_alpha_sl
> instead of
> pix_alpha -> glsl_alpha
> Cause it's here to replace pixes, no?
not quite, regarding the need for indexed textures and possibly other 
side effects caused by the buffer-projection.
so i think the prefix notation is just perfect, for pointing out the 
difference as well as the similarity to pix_objects.

however, i would suggest to put the actual shader code in a shader/ 
subfolder.
what do you think?

cheers,
ub
> And we can imagine having glsl abstraction not working specially in 
> the field of texture...
> This way the help directory will be alphabetically directly ordered...
> and one can imagine new pixes effect without any need for a 
> corresponding pix_* object
> best,
> n
>




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