Timeline for Multiplatform GLSL shader validator?
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 11, 2014 at 13:51 | answer | added | Lars Viklund | timeline score: 0 | |
| Dec 11, 2014 at 8:09 | answer | added | Sean Middleditch | timeline score: 11 | |
| Sep 8, 2011 at 0:45 | history | tweeted | twitter.com/#!/StackGameDev/status/111600892016476161 | ||
| Sep 6, 2011 at 9:17 | answer | added | Petteri H | timeline score: 1 | |
| Sep 6, 2011 at 7:48 | vote | accept | Pjotterke | ||
| Sep 6, 2011 at 4:21 | comment | added | anthonyvd | @Trevor Powell I instantly got the image of the geek Indie game developper in the Apple Store secretly testing his games until someone threw him out lol. | |
| Sep 5, 2011 at 22:25 | answer | added | Nicol Bolas | timeline score: 7 | |
| Sep 5, 2011 at 22:15 | comment | added | Trevor Powell | In the past, I've done quick performance testing by going into an Apple store and just downloading my programs onto various computers which are out on display. Not as useful as having a proper tool, but at least it lets me avoid splashing out for a new laptop every time I want to check on some new platform. | |
| Sep 5, 2011 at 21:42 | history | asked | Pjotterke | CC BY-SA 3.0 |