glow issueshttps://gitlab.vci.rwth-aachen.de:9000/Glow/glow/-/issues2017-12-06T09:57:59Zhttps://gitlab.vci.rwth-aachen.de:9000/Glow/glow/-/issues/16Texture hasMipmapsEnabled override2017-12-06T09:57:59ZPhilip TrettnerTexture hasMipmapsEnabled overrideNot sure what is meant though.Not sure what is meant though.Philip TrettnerPhilip Trettnerhttps://gitlab.vci.rwth-aachen.de:9000/Glow/glow/-/issues/15color3 and color4 structs2019-10-14T08:34:54ZPhilip Trettnercolor3 and color4 structsBasically 3-byte and 4-byte color structs
* proper support in attributes (normalized GL_TRUE)
* conversion from/to vec3/4
* conversion from/to uint32_t/intBasically 3-byte and 4-byte color structs
* proper support in attributes (normalized GL_TRUE)
* conversion from/to vec3/4
* conversion from/to uint32_t/intPhilip TrettnerPhilip Trettnerhttps://gitlab.vci.rwth-aachen.de:9000/Glow/glow/-/issues/14Use OpenGL debug names2018-03-21T10:05:34ZPhilip TrettnerUse OpenGL debug names* for everything loaded from files
* for auto-generated stuff
* customizable
Extend error messages with that* for everything loaded from files
* for auto-generated stuff
* customizable
Extend error messages with that0.9Philip TrettnerPhilip Trettnerhttps://gitlab.vci.rwth-aachen.de:9000/Glow/glow/-/issues/9Implement save to jpg and different formats2017-11-23T08:55:39ZPhilip TrettnerImplement save to jpg and different formatsPhilip TrettnerPhilip Trettnerhttps://gitlab.vci.rwth-aachen.de:9000/Glow/glow/-/issues/8Don't use glTexImageND if same size and same internal format2017-09-13T18:33:07ZPhilip TrettnerDon't use glTexImageND if same size and same internal formatTo prevent additional memory allocationTo prevent additional memory allocationPhilip TrettnerPhilip Trettnerhttps://gitlab.vci.rwth-aachen.de:9000/Glow/glow/-/issues/4Reloading a shader program where the changes cause compilation errors leads t...2019-05-24T12:20:33ZDario SeybReloading a shader program where the changes cause compilation errors leads to an invalid program objectThis issue forces users to be very careful when editing shaders which are currently in use and reduces the usefulness of shader hot reloading.
The common solution is:
Instead of leaving the shader in an invalid state, switch it wit...This issue forces users to be very careful when editing shaders which are currently in use and reduces the usefulness of shader hot reloading.
The common solution is:
Instead of leaving the shader in an invalid state, switch it with an "error shader" (e.g. the offensively pink material in Unity3D). Of course this does not solve issues where other parts of the pipeline depend on the output of the program.
It might be simpler to switch back to the previous version of the program if compilation errors are detected. I implemented this [here](https://www.graphics.rwth-aachen.de:9000/dseyb/glow/commit/94eb7747f0d94fe57bbdebf25ca53fbcc5463120) naively and it works fine, but I need to make sure I'm cleaning up memory and OpenGL resource properly.Philip TrettnerPhilip Trettner