Closed st0rmbtw closed 2 weeks ago
The maxComputeShader* limits in RenderingLimits were always zero, because there was a misspelled define in the if directive in the GLGetUIntIndexed function.
maxComputeShader*
RenderingLimits
if
GLGetUIntIndexed
Thank you. Looks good.
The
maxComputeShader*
limits inRenderingLimits
were always zero, because there was a misspelled define in theif
directive in theGLGetUIntIndexed
function.