Timeline for recommended shader pipeline infrastructure in core opengl 3.3
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
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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 |
added 5 characters in body
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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 |