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Describe the bug
In the NeoPixelBufferShader.ino example, the shader implementation has two uint8_t* parameters that represent the pixel color; and assumes that each byte is a distinct element. There are several features that this is not true.
This demonstrates a design flaw in how "buffers" implement shaders and they are different in how "DIBs" implement them.
Expected behavior
The shader implementer should be given a standard color object and not a stream of bytes like how DIBs shaders work.
Additional context
Buffer.h, Render should look like
But at this point, these non-DIB renders become more expensive than DIB renders as the bytes need to be converted to a DIB Color, manipulated in the shader, and then converted back to native format. With this then, why have native shaders at all?
Describe the bug
In the NeoPixelBufferShader.ino example, the shader implementation has two uint8_t* parameters that represent the pixel color; and assumes that each byte is a distinct element. There are several features that this is not true.
This demonstrates a design flaw in how "buffers" implement shaders and they are different in how "DIBs" implement them.
Expected behavior
The shader implementer should be given a standard color object and not a stream of bytes like how DIBs shaders work.
Additional context
Buffer.h, Render should look like
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