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Or the shader won't compile as it looks for connections. This instantly becomes a problem when adding more than the standard Frag shader since they end up after it in the def file. I guess some kind of mapping is needed afterwards.
The text was updated successfully, but these errors were encountered:
I imagine this can be done in two ways.
My first thought was to load all into a Map and then find the connections from there. There'd need to be checks for cyclic dependencies, though.
Maybe it's easier to make sure they're saved in the correct order. That could be done with a Comparator, I believe, moving them down in the list if there is a dependency.
* Immediate updates
AssetManager static hack to load textures in preview...
* Previews for all matparams(?)
Updatable floats and colors
* Previews for all matparams(?)
Updatable floats and colors
(SDK Core project)
* Rich editors for colors, texture and float nodes. Simple editors for vecs and bools.
* Revert "Merge branch 'master' into previews_for_matparams"
This reverts commit 2d4920e, reversing
changes made to bed7dea.
* Merge branch 'master' into HEAD
# Conflicts:
# jme3-core/src/com/jme3/gde/core/editor/nodes/NodePanel.java
* fixing disastreous merge commit
* one more file
* mending
* mending
* sorting for shadernodeblock. inclusive?
* live updates for backpanel
* clean up
* fixes#339 Attribute nodes are expected to be named "Attr"
* fixes#335 properly. better sorting and sorting on new mapping
* Revert "Immediate updates AssetManager static hack to load textures in preview..."
This reverts commit d08c87f.
* Clean up and documentation
* Reverted some unnecessary changes
* fixing line endings
* fixing line endings
* line endings
Or the shader won't compile as it looks for connections. This instantly becomes a problem when adding more than the standard Frag shader since they end up after it in the def file. I guess some kind of mapping is needed afterwards.
The text was updated successfully, but these errors were encountered: