Closed robertschulman1 closed 2 weeks ago
Is this still an issue in the latest version of the spec? I see the &=
in the table in 5.1, but in 5.8 it's mentioned in the bulleted list and into (&=)
.
I'm looking at The GLSL ES Specification 3.20 sections 5.1 and 5.8, should I be looking somewhere else?
I'll ping the OpenGL WG chair @zmike, but fixing a 15 year old typo is not going to be high up anyone's priority list.
Sorry for not being clear, that was a question to the original requestor. I can't find the problem in the current spec, so I suspect this can be closed, but I maybe looking in the wrong spot.
I see the correct documentation for &=
in the existing spec (Version 3.20.8, Mon, 14 Aug 2023). It looks like OP is just reading from an older version. I don't think there's anything to do here.
Closing as WONTFIX due to the age of the spec the problem appears in.
OK, finally managed to close this after several bogus attempts. Probably clicking on the wrong button.
whew
On 2024-11-06 09:15, Jon Leech wrote:
Closed #241 [1] as completed.
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[1] https://github.com/KhronosGroup/GLSL/issues/241 [2] https://github.com/KhronosGroup/GLSL/issues/241#event-15150971383 [3] https://github.com/notifications/unsubscribe-auth/AKXFJT7TFX34QU6NDSOIVQDZ7IQB5AVCNFSM6AAAAABMESMLQGVHI2DSMVQWIX3LMV45UABCJFZXG5LFIV3GK3TUJZXXI2LGNFRWC5DJN5XDWMJVGE2TAOJXGEZTQMY
In the May 12, 2009 edition of The OpenGL ES Shading Language, the "&=" operator is mentioned in the table in Section 5.1. Other arithmetic assignment operators are also mentioned in this table. Later in the text, in Section 5.8, these other operators are mentioned. Some are called out as reserved (eg. <<=). The "&=" operator is not mentioned in the list of reserved operators in Section 5.8. It should be.