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Support / Re: GLSL debug
« on: June 06, 2014, 03:28:59 am »
Thanks alot, AGP. Looking forward to it. I have been spending few nights figuring how to debug a shader and it's really pain in the a**.
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Keep in mind that you will need vertex attributes as well. You'll find them in the Mesh class, not in GLSLShader...just in case that you haven't noticed them yet.You're right. Initially I thought of using the 'uniform' to pass the values, but I guess it doesn't work that way. I need to use VertexAttributes instead, is that right? In this case, is it possible to pass matrix via VertexAttributes? All I can think of is passing 4 float[4] to reconstruct those values to a matrix in shader as a workaround.
group.animateSkin(frame, 1);
group.animateSkin(frame, 2);
group.applyAnimation();