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doc: hey, this bug was about ES, not desktop GL.

pull/539/head
Vladimír Vondruš 4 years ago
parent
commit
5ea48159b1
  1. 5
      doc/changelog.dox

5
doc/changelog.dox

@ -605,8 +605,9 @@ See also:
coordinates), @ref MeshTools::compile() should be using only the first set coordinates), @ref MeshTools::compile() should be using only the first set
but it wasn't. but it wasn't.
- @ref Shaders::MeshVisualizerGL3D "Shaders::MeshVisualizerGL*D" shader - @ref Shaders::MeshVisualizerGL3D "Shaders::MeshVisualizerGL*D" shader
compilation failed with missing @glsl gl_PrimitiveID @ce due to GLSL 3.20 compilation failed on OpenGL ES 3.2 with missing @glsl gl_PrimitiveID @ce
not being properly used for the @glsl #version @ce directive due to GLSL ES 3.20 not being properly used for the @glsl #version @ce
directive
- @ref Shaders::PhongGL was normalizing light direction in vertex shader, - @ref Shaders::PhongGL was normalizing light direction in vertex shader,
causing the fragment-interpolated direction being incorrect with visible causing the fragment-interpolated direction being incorrect with visible
artifacts on long polygons under low light angle artifacts on long polygons under low light angle

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