Ok, it’s working better now, this is vulkan:
I copied the varying specification from the vertex shader to the fragment shader. So now I just need to figure out if we can catch this early, or avoid it happening. Thanks for the report!
Ok, it’s working better now, this is vulkan:
I copied the varying specification from the vertex shader to the fragment shader. So now I just need to figure out if we can catch this early, or avoid it happening. Thanks for the report!
There are some build errors for simple_input.lua
Line 56: registered_node[node] = nil
‘Undefined global registered_node’
These don’t stop it ‘working’ though, so I guess it is no big deal.
(tag: v0.4.0,e8222cd)
yep, should be ‘registered_nodes’, I’ve fixed this typo mistake. Thanks.