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To make development of features easier, it would be good to add a build step using Grunt or similar.
I could put work into this if there is interest, I would propose:
Breaking passes and discreet classes into separate files (concatenated on build)
Concatenate shader code into main library file for distributable build to reduce http requests (current minefield example makes over 40 requests just for shaders).
The text was updated successfully, but these errors were encountered:
That's a great idea. I've wanted to tackle the problem of the many sources, and how to make it modular and compile just what's needed. A Grunt task could very well be the solution.
Concatenating Wagner's base and the different Passes would be straightforward. What is a bit more complex to solve, I think, it's how to compile all different vertex and fragment shaders sources. There's .glsl files in /vertex-shaders and in /fragment-shaders, and other sources can be provided when creating a Pass.
Any idea on a structure to allow to easily load source files when developing, and merge them all for the code in production?
To make development of features easier, it would be good to add a build step using Grunt or similar.
I could put work into this if there is interest, I would propose:
The text was updated successfully, but these errors were encountered: