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sandbox: Condensed renderUI
+ fellow subsections
#319
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sandbox: Condensed renderUI
+ fellow subsections
#319
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Happy Holidays! Thanks so much for this PRs (and update on the previous one) together with the detailed explanation on way upgrading to C++20. Also I appreciate the working around C++11 issues in this PR! Question about goals and motivations, beside flattened the code for readability (and for making it less error prune by reducing the nested logic. Did you were able to perceive performance gains on execution time? First impressions: I'm not familiar with dispatch-(v)-table. I will start studding it : ) . At first glance, I do appreciate how clean Once again, thank you! |
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added render_m_showPasses added render_m_plot added render_cursor added render_drag_and_drop_prompt added render_help added new namespace, prefix to internal functions
added triggered_text
added print_fbo_text added print_buffers_text
added helper variables
added do_something_lightmap added do_something_pyramid added do_something_doublebuffers added do_something_singlebuffer defined stronger typename: renderer_process_info_t strongtyped do_something_* functions made helper local variable added prompt_id parameter moved Uniforms& assignment into function parameter list null-mask unneeded parameters
added metadata-type to parameter list strongtyped metadata{} strongtyped vtable_metatadata_with_pred_t made vtable_metatadata_with_pred_t{} a local strongtype
rename struct-name to: vtable_render_pass_t strongtype render_pass_args_t renamed function-names to: do_pass_{*} added namespace: render_pass_actions
prefer "return on false" prefer "return on false" (by continue;) prefer "return on false"
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renderUI
code-size insandbox
.C++11
required dispatch-(v)-table technique.