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Jan 30, 2014 at 9:57 history tweeted twitter.com/#!/StackGameDev/status/428829430111567872
Jan 30, 2014 at 9:33 answer added concept3d timeline score: 1
Jan 30, 2014 at 6:15 comment added Sean Middleditch stackoverflow.com/questions/10754437/…
Jan 30, 2014 at 0:34 history edited Arne CC BY-SA 3.0
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Jan 30, 2014 at 0:33 comment added Arne yes you are right, I mean in this context overhead if the form of code, especially duplicated code or when I am required to declare a uniform in the shader and in my source code as a shader location.
Jan 29, 2014 at 23:43 comment added Trevor Powell Can you define the word "overhead" as you're using it in the last paragraph of this question? Most of your question makes it sound like you're talking about minimising the amount of code you need to write per shader -- is that correct? (When we're talking about rendering architectures, that's usually not what we mean when we talk about "overheads", which is usually more about performance -- just want to make sure that we're talking about the same thing. :) )
Jan 29, 2014 at 23:38 history asked Arne CC BY-SA 3.0