As of now, when LLGL is built as static (LLGL_BUILD_STATIC_LIB) it is unable to perform any mip computations. This is because LLGL's mip generation functionality uses a compute shader to achieve mip generation.
This is because the Windows Resource Compiler is not honored by the MSVC Librarian and is therefore lost at compile-time. Static versions of the library don't have access to the shader bytecode.
The (Proposed) Solution
Move shader bytecode to a header (/Fh). This way it's included in static versions of the library. With this edit made, all examples run as expected and mip generation occurs as if the library was included as a dynamic library.
The Problem
As of now, when LLGL is built as static (
LLGL_BUILD_STATIC_LIB
) it is unable to perform any mip computations. This is because LLGL's mip generation functionality uses a compute shader to achieve mip generation.This is because the Windows Resource Compiler is not honored by the MSVC Librarian and is therefore lost at compile-time. Static versions of the library don't have access to the shader bytecode.
The (Proposed) Solution
Move shader bytecode to a header (
/Fh
). This way it's included in static versions of the library. With this edit made, all examples run as expected and mip generation occurs as if the library was included as a dynamic library.