-
Notifications
You must be signed in to change notification settings - Fork 62
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Rebuilding GLSL shaders that don't need a vid_restart
#1580
Comments
We already have some lazy shader compilation mechanism, so maybe we can just invalidate a shader to get it rebuilt. |
We may implement a mechanism similar to Cvar::Shader( r_toneMapping, gl_cameraEffectsShader ); When |
Do note that I'm in the process of reworking shader loading/building to a substantial degree to make it faster and fix a few issues, so any actual changes here shoud be done after that. |
Yes, don't worry I have this in the back of my mind since years, but I thought it would be the right time to share the thought. |
That's a nice idea. Maybe a simple |
I would like to see a mechanism that can rebuild a GLSL shader without needing a
vid_restart
.I assume this would be doable for GLSL shaders not requiring to load any new data.
Not candidates:
r_normalMapping
(requires shader parsing and image loading)r_drawSky
(requires shader parsing and image loading)r_lightMode
(requires bsp loading and image loading)Candidates:
r_toneMapping
r_colorGrading
(as far as I know the way colorGrade images are loaded may make it possible)The text was updated successfully, but these errors were encountered: