Hi,
On 27.06.2017 20:13, Chad Versace wrote:
On Mon 26 Jun 2017, Eero Tamminen wrote:
On 22.06.2017 23:14, Chad Versace wrote:
On Thu 22 Jun 2017, Chad Versace wrote:
On Thu 22 Jun 2017, Kenneth Graunke wrote:
The author eventually emailed me and said that he considers it a
"finished experiment" and said the rendering method (geometry shader
based approach) is inefficient, and he intends to fully rewrite it
someday.
A total tangent... The author and I had lunch last week, where he
introduced me to a great mathy Android puzzle game. The game's puzzles
require you to make geometric constructions with a straight-edge and
compass in the minimum number of moves, à la Euclid.
Euclidea
<https://play.google.com/store/apps/details?id=com.hil_hk.euclidea&hl=en>
Oh yeah, I almost forgot.
Reviewed-by: Chad Versace <chadvers...@chromium.org>
This geometry shader of doom doesn't belong in shader-db.
Should there be a separate repository for "doom" shaders, which can
be used to occasionally test valid, but corner-case code?
With e.g. WebGL, drivers need to be robust against all kinds of weird
shaders, so collecting odd ones somewhere might not be a bad idea.
I agree. It may be useful to maintain a repo of stress-test shaders.
Or just a special ("stress-test") directory in shader-db repo instead of
its own repo?
- Eero
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