Mercurial > games > semicongine
diff examples/alotof_triangles.nim @ 499:3f1111f3b9f8
did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
author | Sam <sam@basx.dev> |
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date | Wed, 18 Jan 2023 09:52:03 +0700 |
parents | 680c4b8ca28a |
children | 2771db8d4276 |
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--- a/examples/alotof_triangles.nim Mon Jan 16 00:51:03 2023 +0700 +++ b/examples/alotof_triangles.nim Wed Jan 18 09:52:03 2023 +0700 @@ -42,7 +42,6 @@ for i in 1 .. 300: var randommesh = new Mesh[VertexDataA] - # TODO: create randomized position11 from baseTriangle with random transformation matrix let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) let transform1 = randomtransform() randommesh.vertexData = VertexDataA( @@ -81,13 +80,6 @@ const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]() const fragmentShader = generateFragmentShaderCode[VertexDataA]() - static: - echo "--------------" - for (i, line) in enumerate(vertexShader.splitLines()): - echo $(i + 1) & " " & line - echo "--------------" - echo fragmentShader - echo "--------------" var pipeline = setupPipeline[VertexDataA, float32, uint16]( myengine, scene,