Chris Nicholson-Sauls wrote:
downs wrote:

Here is a funny consequence of this amusing fact:

if you overload opAssign in a struct with lazy T[] dgs..., you can achieve the following syntax


WithFlag(GL_BLEND, true) = WithDepthMask(false) = tex.With = Quads = {
      foreach (i, q; qa) {
        float f = 1f*i / qa.length; Color(1f-f, f, 1f);
        TexCoord(0f, 0f); Vertex(q.points[0]);
        TexCoord(1f, 0f); Vertex(q.points[1]);
        TexCoord(1f, 1f); Vertex(q.points[3]);
        TexCoord(0f, 1f); Vertex(q.points[2]);
      }
    };

That's... just beautiful...

-- Chris Nicholson-Sauls

If you forget the fact that he is using GL's immediate mode which is slooooow, yeah it's beautiful, would be better with an interlaced vertex buffer :)

Jeremie

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