[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Public WebGL] Weird shader compiler error - casting a mat4 into a mat3.



On 03/15/2011 03:50 PM, Kenneth Russell wrote:
> On Tue, Mar 15, 2011 at 1:34 PM, Oliver Hunt <oliver@apple.com> wrote:
>   
>> Couldn't ANGLE just emit its own constructor where appropriate?
>> mat4 foo = mat4FromMat3(mat3);
>>
>> Is the mat4(mat3) constructor defined as part of GLES2.0's shader language?
>>  If it isn't then an implementation (such as ANGLE) should be explicitly
>> disallowing it on all platforms.  If it is defined as part of the spec then
>> an implementation must ensure that it will work regardless of the backend.
>>  If it's not part of the GLSL ES spec, then we would be extending the
>> language, and so need to define that extension, but i'm fairly sure we don't
>> want to do anything like that.
>>     
> This and other related constructors are part of GLES 2.0.
>
> Steve, it would be helpful if you would file a bug on
> http://angleproject.googlecode.com/ to improve the handling of
> matrix/matrix constructors when translating to GLSL. We ought to be
> able to translate these better when running on GLSL 1.10.
>
>   
Done!

http://code.google.com/p/angleproject/issues/detail?id=128

  -- Steve

-----------------------------------------------------------
You are currently subscribed to public_webgl@khronos.org.
To unsubscribe, send an email to majordomo@khronos.org with
the following command in the body of your email:
unsubscribe public_webgl
-----------------------------------------------------------