Timeline for GLSL default shaders
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 10, 2012 at 16:51 | comment | added | Sean Middleditch | My point was more not to write tons of fancy self-preservation code, not that such code should only be in debug mode. There's a great 3 part series of articles on the bitsquid.se blog abou handling errors in games, bitsquid.blogspot.com/2012/01/… | |
| May 10, 2012 at 13:28 | comment | added | dreta | @seanmiddleditch That's one way of looking at it. I guess i can move the error checking code to #ifdef _DEBUG? | |
| May 9, 2012 at 20:37 | comment | added | Sean Middleditch | I feel like noting that wanting to protect against "someone might delete a file" is not super productive. They're just as likely to delete your .exe, replace a file with a totally incompatible one, or so on. Defaulted shaders, materials, meshes, and so on are useful for debugging and testing, and you absolutely want them, but don't stress too much about getting things working perfectly when required data has been foolishly destroyed by silly end users. | |
| May 9, 2012 at 8:14 | history | tweeted | twitter.com/#!/StackGameDev/status/200136731331268608 | ||
| May 9, 2012 at 7:28 | vote | accept | dreta | ||
| May 9, 2012 at 7:13 | answer | added | Robert Rouhani | timeline score: 5 | |
| May 9, 2012 at 6:22 | history | edited | dreta | CC BY-SA 3.0 |
added 262 characters in body
|
| May 9, 2012 at 5:51 | history | asked | dreta | CC BY-SA 3.0 |