Closed hajimehoshi closed 5 months ago
In the current specification, a ShaderSourceID might be different for different Ebitengine veresions. This is troublesome since a precompiled shader might use the ID for its filename. So, what about guaranteeing the algorithm of ID generations?
No response
Hmm, probably we should not expose the notion of 'ID'.
I realized that the struct ShaderSource is necessary in order to hide the source.
ShaderSource
Operating System
What feature would you like to be added?
In the current specification, a ShaderSourceID might be different for different Ebitengine veresions. This is troublesome since a precompiled shader might use the ID for its filename. So, what about guaranteeing the algorithm of ID generations?
Why is this needed?
No response