Closed aconstlink closed 1 year ago
Accessing the data changed a bit. It is rather done like this
fetch_data( buffer, idx )
.
This method of accessing the data just fit perfectly in what was already there instead of newly implementing the []
operator.
In nsl there is no way of accessing large amounts of data. This is already possible through the C++ API and when writing the platform shaders directly using TBOs, HLSL buffers and a texture(es3). Data buffer can only handle vec4 aligned data.
A possible implementation would be
Accessing the data buffer the way used above requires to extend nsl by the
[]
operator specifically for the data buffer.