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Hello!, this is about a tiny feature request; I'm currently modifying Shader.checkCompilation() source code, to handle these errors in the way I need.
It would be cool if PicoGL had a way to set a handler for compilation errors.
Best regards,
The text was updated successfully, but these errors were encountered:
@lucasdomanico sorry for the late reply. Is this still an issue? This might be doable, but I'd like to understand the use-case better. Shader compilation errors are generally programming errors, so I'm not clear on what a runtime handler would be able to do.
Hi again!
This problem arises in my app when a shader uses an internal glsl library.
I want to skip the error lines from this library (around 1000 LOC) and only show the "client" shader errors.
I understand this is a bit narrow so hacking the source might be fine.
Another option is to throw an exception instead of writing directly to the console.error
That could make sense. I'd probably do something like App.onProgramError((program, vShader, fShader) => {...}) with the default behavior being the current dump to console.
tsherif
changed the title
Shader.checkCompilation Handler
Custom handler for shader compile/link errors
Oct 24, 2020
Hello!, this is about a tiny feature request; I'm currently modifying
Shader.checkCompilation()
source code, to handle these errors in the way I need.It would be cool if PicoGL had a way to set a handler for compilation errors.
Best regards,
The text was updated successfully, but these errors were encountered: