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