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Shaders: make the TODOs even more nightmarish.

pull/554/head
Vladimír Vondruš 4 years ago
parent
commit
b8340f1934
  1. 4
      src/Magnum/Shaders/DistanceFieldVectorGL.h
  2. 4
      src/Magnum/Shaders/FlatGL.h
  3. 7
      src/Magnum/Shaders/MeshVisualizerGL.h
  4. 4
      src/Magnum/Shaders/PhongGL.h
  5. 4
      src/Magnum/Shaders/VectorGL.h
  6. 4
      src/Magnum/Shaders/VertexColorGL.h

4
src/Magnum/Shaders/DistanceFieldVectorGL.h

@ -260,7 +260,9 @@ template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVector
other is too error-prone, so it needs some other solution other is too error-prone, so it needs some other solution
(accepting pairs of parameter type and value like in GL context (accepting pairs of parameter type and value like in GL context
creation, e.g., which will probably need a new enum as reusing Flag creation, e.g., which will probably need a new enum as reusing Flag
for this might be too confusing) */ for this might be too confusing); what if some parameters won't be
(unsigned) integers? like a string with shader extensions? make a
whole Configuration class? */
explicit DistanceFieldVectorGL(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount); explicit DistanceFieldVectorGL(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount);
#endif #endif

4
src/Magnum/Shaders/FlatGL.h

@ -582,7 +582,9 @@ template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT FlatGL: public GL::
other is too error-prone, so it needs some other solution other is too error-prone, so it needs some other solution
(accepting pairs of parameter type and value like in GL context (accepting pairs of parameter type and value like in GL context
creation, e.g., which will probably need a new enum as reusing Flag creation, e.g., which will probably need a new enum as reusing Flag
for this might be too confusing) */ for this might be too confusing); what if some parameters won't be
(unsigned) integers? like a string with shader extensions? make a
whole Configuration class? */
explicit FlatGL(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount); explicit FlatGL(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount);
#endif #endif

7
src/Magnum/Shaders/MeshVisualizerGL.h

@ -486,7 +486,8 @@ class MAGNUM_SHADERS_EXPORT MeshVisualizerGL2D: public Implementation::MeshVisua
other is too error-prone, so it needs some other solution other is too error-prone, so it needs some other solution
(accepting pairs of parameter type and value like in GL context (accepting pairs of parameter type and value like in GL context
creation, e.g., which will probably need a new enum as reusing Flag creation, e.g., which will probably need a new enum as reusing Flag
for this might be too confusing) */ for this might be too confusing); what if some parameters won't be
(unsigned) integers? like a string with shader extensions */
explicit MeshVisualizerGL2D(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount); explicit MeshVisualizerGL2D(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount);
#endif #endif
@ -1677,7 +1678,9 @@ class MAGNUM_SHADERS_EXPORT MeshVisualizerGL3D: public Implementation::MeshVisua
other is too error-prone, so it needs some other solution other is too error-prone, so it needs some other solution
(accepting pairs of parameter type and value like in GL context (accepting pairs of parameter type and value like in GL context
creation, e.g., which will probably need a new enum as reusing Flag creation, e.g., which will probably need a new enum as reusing Flag
for this might be too confusing) */ for this might be too confusing); what if some parameters won't be
(unsigned) integers? like a string with shader extensions? make a
whole Configuration class? */
explicit MeshVisualizerGL3D(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount); explicit MeshVisualizerGL3D(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount);
#endif #endif

4
src/Magnum/Shaders/PhongGL.h

@ -801,7 +801,9 @@ class MAGNUM_SHADERS_EXPORT PhongGL: public GL::AbstractShaderProgram {
other is too error-prone, so it needs some other solution other is too error-prone, so it needs some other solution
(accepting pairs of parameter type and value like in GL context (accepting pairs of parameter type and value like in GL context
creation, e.g., which will probably need a new enum as reusing Flag creation, e.g., which will probably need a new enum as reusing Flag
for this might be too confusing) */ for this might be too confusing); what if some parameters won't be
(unsigned) integers? like a string with shader extensions? make a
whole Configuration class? */
explicit PhongGL(Flags flags, UnsignedInt lightCount, UnsignedInt materialCount, UnsignedInt drawCount); explicit PhongGL(Flags flags, UnsignedInt lightCount, UnsignedInt materialCount, UnsignedInt drawCount);
#endif #endif

4
src/Magnum/Shaders/VectorGL.h

@ -253,7 +253,9 @@ template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT VectorGL: public GL
other is too error-prone, so it needs some other solution other is too error-prone, so it needs some other solution
(accepting pairs of parameter type and value like in GL context (accepting pairs of parameter type and value like in GL context
creation, e.g., which will probably need a new enum as reusing Flag creation, e.g., which will probably need a new enum as reusing Flag
for this might be too confusing) */ for this might be too confusing); what if some parameters won't be
(unsigned) integers? like a string with shader extensions? make a
whole Configuration class? */
explicit VectorGL(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount); explicit VectorGL(Flags flags, UnsignedInt materialCount, UnsignedInt drawCount);
#endif #endif

4
src/Magnum/Shaders/VertexColorGL.h

@ -244,7 +244,9 @@ template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT VertexColorGL: publ
other is too error-prone, so it needs some other solution other is too error-prone, so it needs some other solution
(accepting pairs of parameter type and value like in GL context (accepting pairs of parameter type and value like in GL context
creation, e.g., which will probably need a new enum as reusing Flag creation, e.g., which will probably need a new enum as reusing Flag
for this might be too confusing) */ for this might be too confusing); what if some parameters won't be
(unsigned) integers? like a string with shader extensions? make a
whole Configuration class? */
explicit VertexColorGL(Flags flags, UnsignedInt drawCount); explicit VertexColorGL(Flags flags, UnsignedInt drawCount);
#endif #endif

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