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>
date Wed, 18 Jan 2023 09:52:03 +0700
parents 680c4b8ca28a
children 2771db8d4276
line wrap: on
line diff
--- 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,