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Thanks. I think this PR may need rebasing or similar. It shows conflicts and an empty commit. I think this may be because you are trying to merge a commit that is already upstreamed. |
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Sorry this isnt my strong side, so i should take this branch, rebase it to the current pangolin version and then merge my changes to it and after the do a PR? |
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You have to fetch all changes from the upstream branch, i.e. this repo, ( I am not able to push to your PR branch, so you will have to do these changes. If you cannot manage, I will try to do this in a separate PR of my own. |
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i think i have done it right, but let me know if something is wrong. and took my changes in the relevant files. |
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Not sure what happened. Some of your commits appear twice in the PR now. Maybe just do an interactive rebase ( |
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i hope now we good:) |
christian-rauch
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This looks good.
There is only a minor nit-pick: The rest of the code uses left-aligned pointer and reference operators, i.e. type& var:, instead of right-aligned, i.e. type &var:.
This is not a big issue, but if you can, can you move them to the left side? If not, I will just marge as is.
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sorry i cant find it in the codebase. i looked into glgeometry.cpp and geometry_obj.cpp. |
christian-rauch
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I commented on some examples of what I mean of shifting the reference operator from right to left.
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Done |
christian-rauch
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Can you squash your commits together, i.e. squash the new fixup commit into your original commit so that they appear as one? Also, see my comments about the "newline" where the EOL was remove in your last commit.
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Can you add the EOL here back again?
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Can you add the EOL here back again?
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I hope this is what you are looking for, I feel like we are investing a lot of time into this... |
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It would still be nice to have this squashed and rebased again, as with the commits before. But I can take care of this, if you do not have the time. |
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Thank you, I admit I feel that i following the instructions of AI and you without fully understanding the bigger picture of what I do:) I think it would be better for the repo if you would continue this, because i can build the project on my computer and run tests and i dont want to inject errors into your code:) Sorry, it's been so long since I worked on this project. Thank you! |
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Replaced by #995. |
Hi
this is the code that enables multiple textures
As you can see, it mainly takes the current logic and put it into a for loop.
i hope that you would accept the shader.h as well. when i started working with shaders and didnt know anything about it, this examples really helped me and i hope they would help others in the future :)