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Result<>
and still load resources asynchronously, then you'd need a function to get the loaded result back. In @csherratt proposal, as I got it, there is no such function. Instead, the pipeline just avoids the use of the resource, and optionally (my proposal) reports the error back to the user via the designated channel.
client.really_give_me_the_mesh_info_now()
. So far I'm trying to imagine the possible use-cases for that, if any...
active_value
is the current value of the parameter that GL program holds. It will be checked against the given value and updated accordingly if different.
ProgramMeta
, and for each thing searches it among the given data (be it a mesh attribute or a shader parameter). Not sure if we can cache the match results, or if that's even needed... In my previous project I used to search by name (a boxed string), but we need something cheaper here.
DrawIndirectMultiSomething
for multiple objects at once. Not sure that all these workers benefit this much from walking the scene graph in parallel though... But fortunately, this is all very high-level from the gfx-rs perspective so could be done on top of it.