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element syntax still used when cloning a shader #8

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skbizport opened this issue Feb 4, 2012 · 3 comments
Open

element syntax still used when cloning a shader #8

skbizport opened this issue Feb 4, 2012 · 3 comments

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@skbizport
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When i clone a shader, code seems to be looking for element, while a regular compile looks for indices, etc.

For now, i am using modified code. Will appreciate if this bug is fixed.

Btw, excellent work. If my work becomes relevant, will definitely send a reference for your listing :)

@empaempa
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empaempa commented Feb 4, 2012

Hey!
Your right, that's a bug. I'm in no position to solve it the coming week (deadline!). If you're in a hurry, please fork, give it a go and send me a merge request.

Glad to hear you like GLOW and I'm really looking forward to see what you're cooking!

@skbizport
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Thx.

ATM, i am just creating a 0 size texture and got it working.

One thing which I am observing is that with GLOW, CPU usage is little on
the higher side, when I simply rotate a cube (around 30%), compared to same
scenario in THREE.js (around 5-6%).

Regards

On Sat, Feb 4, 2012 at 5:39 PM, Mikael Emtinger <
[email protected]

wrote:

Hey!
Your right, that's a bug. I'm in no position to solve it the coming week
(deadline!). If you're in a hurry, please fork, give it a go and send me a
merge request.

Glad to hear you like GLOW and I'm really looking forward to see what
you're cooking!


Reply to this email directly or view it on GitHub:
#8 (comment)

@empaempa
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empaempa commented Feb 5, 2012

Oh! Really? Interesting. Having worked a lot with the Three.js WebGLRenderer I'm quite surprised. Did you profile it to see where the bottleneck is? Do you have an example to share?

Thanks!

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