I see, thank you.Ranguna259 wrote:I dont' think that GLSL accepts tables that have more than 4 indexes (vec4)
Well, regardless, the lighting compute is fast as it is, so this shouldn't be a problem anyway.
Thanks for the answers, everyone.
I see, thank you.Ranguna259 wrote:I dont' think that GLSL accepts tables that have more than 4 indexes (vec4)
You can have arrays (even arrays of vec4's) via shader:send("arrayname", element1, element2, ...) where element1 can be a table if it's a vector in GLSL, or a number if it's just a float in GLSL.Ranguna259 wrote:I dont' think that GLSL accepts tables that have more than 4 indexes (vec4)
No, what I want to do is compute static world lighting, but since it isn't exactly possible because I'd have to send a table containing 256 indexes, I'll just stick to what I have coded so far.Ref wrote:Probably way off base but is this anywhere close to what you want?
Users browsing this forum: Ahrefs [Bot] and 78 guests