Talk:Shader Variable: Difference between revisions
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== Issues with this page == | == Issues with this page == | ||
There are a number of issues with this page that need to be corrected, assuming the page shouldn't be flushed entirely. First, this information already exists; all of these "types" of variables are covered in the page on [[GLSL | There are a number of issues with this page that need to be corrected, assuming the page shouldn't be flushed entirely. First, this information already exists; all of these "types" of variables are covered in the page on [[Type Qualifier (GLSL)]]. So this information is redundant at best. | ||
The discussion of uniforms is poorly worded, using the term "group of vertices". | The discussion of uniforms is poorly worded, using the term "group of vertices". |
Latest revision as of 02:34, 1 August 2013
Issues with this page
There are a number of issues with this page that need to be corrected, assuming the page shouldn't be flushed entirely. First, this information already exists; all of these "types" of variables are covered in the page on Type Qualifier (GLSL). So this information is redundant at best.
The discussion of uniforms is poorly worded, using the term "group of vertices".
It is also incomplete, as there is no discussion of fragment shader outputs. Or outputs of any kind; merely "interpolators", even though vertex-to-geometry variables are not interpolated (which is why they're not called "varying" anymore). Alfonse (talk) 05:05, 4 August 2012 (PDT)