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Let me collect all the great remarks from @JannikGM in one issue but TL/DR it would be great to support shader development workflow within spector, not only frame captures.
Shader should be beautified by a real tool and not just regexp
shaderSource in Spector.js is very long and it's easy to miss other commands inbetween 2 shaderSource which are huge blocks. The shaderSource log entry should be more minimalistic and show less information.
The actual argument to shaderSource is not shown in the log, it's trimmed by "..." so I can't see the complete shader. Ideally, I'd like to open it in the shader editor, just like a shader during draw operations.
The actual argument to shaderSource is not shown in the sidebar "Command Arguments" only has 0: WebGLShader - ID: 1 & 1: Array Length: 21858 which isn't very helpful because I still can't review the code.
There should be an option to display GLSL errors and warnings in the editor. Ideally, this would be shown in the respective lines. As we do for Babylon shader live edit
The text was updated successfully, but these errors were encountered:
Let me collect all the great remarks from @JannikGM in one issue but TL/DR it would be great to support shader development workflow within spector, not only frame captures.
Shader should be beautified by a real tool and not just regexp
shaderSource in Spector.js is very long and it's easy to miss other commands inbetween 2 shaderSource which are huge blocks. The shaderSource log entry should be more minimalistic and show less information.
The actual argument to shaderSource is not shown in the log, it's trimmed by "..." so I can't see the complete shader. Ideally, I'd like to open it in the shader editor, just like a shader during draw operations.
The actual argument to shaderSource is not shown in the sidebar "Command Arguments" only has 0: WebGLShader - ID: 1 & 1: Array Length: 21858 which isn't very helpful because I still can't review the code.
There should be an option to display GLSL errors and warnings in the editor. Ideally, this would be shown in the respective lines. As we do for Babylon shader live edit
The text was updated successfully, but these errors were encountered: