Slightly retag two annotations
After cinera 0.5.20/21 I no longer need to workaround that bug...
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url="https://www.khronos.org/files/opengl-quick-reference-card.pdf"]][:hardware :lighting :rendering]
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[50:22][Introduce SumLight() based on SumVoxelLight()][:hardware :lighting :rendering]
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[54:35][:Run the game and note that we're still fine][:lighting :rendering]
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[54:50][Describe structured art, as introduced to [@cmuratori Casey] by Mike Biddlecombe][:art :"debug visualisation" :rendering :speech]
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[54:50][Describe structured :art, as introduced to [@cmuratori Casey] by Mike Biddlecombe][:"debug visualisation" :rendering :speech]
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[57:03][Set up the :rendering pipeline to enable CompileZBiasProgram() to display Red, Green, Blue and White on the corners of each quad][:"debug visualisation" :rendering]
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[1:06:48][:Run the game and note that we may have a bug][:lighting :rendering]
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[1:08:25][Make CompileZBiasProgram() set the FragLightIndex and FragLightCount][:hardware :lighting :rendering]
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@ -5,7 +5,7 @@
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site=docs.GL
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page=glVertexAttribPointer
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url=http://docs.gl/gl3/glVertexAttribPointer]][:hardware :rendering]
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[5:22][Run the game to see our correctly coloured scene, and thank @seventh_chord for the suggestion][:run :lighting :rendering]
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[5:22][:Run the game to see our correctly coloured scene, and thank @seventh_chord for the suggestion][:lighting :rendering]
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[6:52][Try to make VertLightIndex, VertLightCount, FragLightIndex and FragLightCount regular signed ints][:hardware :lighting :rendering]
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[7:52][:Run the game to see the exact same results][:"debug visualisation" :lighting :rendering]
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[8:11][Let SumLight() loop over the whole LightCount and call SumLight()][:hardware :lighting :rendering]
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