Created
January 21, 2012 16:07
-
-
Save od0x0/1653166 to your computer and use it in GitHub Desktop.
Revisions
-
Oliver Daids revised this gist
Jan 21, 2012 . 2 changed files with 26 additions and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,25 @@ //This: variant UniformValue (Array[GLfloat, 16], GLfloat, Array[GLubyte, 4], …); record Uniform ( name: String, location: GLint, value: ShaderUniformValue ); //Into: record Uniform ( name: String, location: GLint, value: variant Value (Array[GLfloat, 16], GLfloat, Array[GLubyte, 4], …); ); //or even record Uniform ( name: String, location: GLint, value: Array[GLfloat, 16] or GLfloat or Array[GLubyte, 4] or ... ); This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -22,4 +22,4 @@ record Texture overload serializeToByteVector(settings: Texture.Settings, out: Vector[UInt8]) { ... } -
Oliver Daids created this gist
Jan 21, 2012 .There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,25 @@ record Texture ( record Settings ( compressed?: Bool, mipmapped?: Bool, clampedEdges?: Bool ); settings: Settings //And/or settings: record Settings ( compressed?: Bool, mipmapped?: Bool, clampedEdges?: Bool ); //Rest of data definition ... ); overload serializeToByteVector(settings: Texture.Settings, out: Vector[UInt8]) { ... }