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Currently some render passes, such as the material pass, capture material variables as shared pointers in lambdas. However, sometimes a material's variables are changed or a material with the same hash but different variables is created, causing outdated material parameters to be passed to a shader.
The whole model of storing shared pointers to material variables in lambda captures is messy, confusing, and leads to difficult-to-track bugs. The material variable and shader variable interfaces need to be redesigned to be less bug-prone and easier to use.
Also take into consideration that the individual shader uniform model should be phased out in favor of uniform buffer objects.
The text was updated successfully, but these errors were encountered:
Currently some render passes, such as the material pass, capture material variables as shared pointers in lambdas. However, sometimes a material's variables are changed or a material with the same hash but different variables is created, causing outdated material parameters to be passed to a shader.
The whole model of storing shared pointers to material variables in lambda captures is messy, confusing, and leads to difficult-to-track bugs. The material variable and shader variable interfaces need to be redesigned to be less bug-prone and easier to use.
Also take into consideration that the individual shader uniform model should be phased out in favor of uniform buffer objects.
The text was updated successfully, but these errors were encountered: