Optionally check if all uniform values have been set #1681
Labels
area: renderer
Concerns our graphics renderer
good first issue
Suitable for newcomers
hacktoberfest
For newcomers from Hacktoberfest event
improvement
Enhancement of an existing component
just do it
You can start working on this, there should be nothing left to discuss
lang: c++
Done in C++ code
nice new thing ☺
A new feature that was not there before
Required Skills: C++ (understanding OpenGL terminology is helpful too)
Difficulty: Easy
Whenever we want to change something in the shader for an object, we use a
UniformInput
object to store the values. When the object is rendered, the data from the uniform input is passed to the GPU, e.g. via OpenGL. The definitions of the uniform data rypes are stored in theShaderProgram
class.During rendering, the GPU does not strictly require that all uniform values have to be set for rendering to happen. However, when a uniform value is not set, e.g. when someone forgets to set pass it to the uniform input, this often leads to rendering errors, or worse: nothing being rendered at all. This is often infuriating to debug as it not always clear from the start whether the value was just forgotten or another error produces the rendering problems. To mitigate these issues, we should add a way to check if all uniform values for a uniform input have been set.
To try out the renderer and see how setting uniform values work, check out renderer demo 4 by running the following command:
Tasks:
is_complete(..)
method forGlUniformInput
that checks if all uniform values have been set. You can accomplish this easily by iterating through theupdate_offs
vector and testing if theused
flag has been set.is_complete(..)
checks to the renderer demos in https://github.com/SFTtech/openage/tree/master/libopenage/renderer/demoFurther Reading
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