Here is a simple fragment shader with uniform buffers:
const std = @import("std");
const gpu = std.gpu;
const UBO = extern struct {
object_color: @Vector(4, f32),
light_color: @Vector(4, f32),rlmu.odin into an rlmu/ folder in your Odin projectimport "rlmu"import mu "vendor:microui"main :: proc() {
rl.SetWindowState({ rl.ConfigFlag.WINDOW_RESIZABLE })
rl.InitWindow(720, 600, "Odin/Raylib/microui Demo")| package main | |
| import ( | |
| "fmt" | |
| "io" | |
| "os" | |
| "runtime" | |
| "strings" | |
| ) |
During the past days, this great article by Sam Pruden has been making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used it points such as following:
In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot
Logging functionality that supports:
std.fmt formatting magic| package microui_raylib | |
| import "core:fmt" | |
| import "core:unicode/utf8" | |
| import rl "vendor:raylib" | |
| import mu "vendor:microui" | |
| state := struct { | |
| mu_ctx: mu.Context, | |
| log_buf: [1<<16]byte, |
| package microui_sdl | |
| import "core:fmt" | |
| import "core:c/libc" | |
| import SDL "vendor:sdl2" | |
| import mu "vendor:microui" | |
| state := struct { | |
| mu_ctx: mu.Context, | |
| log_buf: [1<<16]byte, |
| # source: https://api.rousseau.movimento5stelle.it/graphql | |
| # timestamp: Thu Aug 29 2019 13:23:08 GMT+0100 (Irish Standard Time) | |
| enum AcceptanceStatus { | |
| PENDING | |
| APPROVED | |
| REJECTED | |
| } | |
| type Badge implements Node { |