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@@ -35,9 +36,11 @@ public interface VeilRenderBridge {
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* <ul>
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* <li>The shader instance cannot be used to free the shader program. {@link ShaderProgram#free()} must be called separately.
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* If the shader is loaded through {@link ShaderManager} then there is no need to free the shader.</li>
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* <li>{@link ShaderInstance#attachToProgram()} is unsupported</li>
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* <li>Calling {@link Uniform#upload()} will do nothing since the values are uploaded when the appropriate methods are called</li>
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* <li>Uniforms are lazily wrapped and will not crash when the wrong method is called.</li>
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* <li>{@link Uniform#set(int, float)} is not supported and will throw an {@link UnsupportedOperationException}.</li>
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* <li>{@link Uniform#setMat4x2(float, float, float, float, float, float, float, float)} is not supported and will throw an {@link UnsupportedOperationException}.</li>
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* <li>{@link Uniform#set(float[])} only works for 1, 2, 3, and 4 float elements. Any other size will throw an {@link UnsupportedOperationException}.</li>
* Attempts to convert a vanilla Minecraft shader instance into a Veil shader. Only works if the shader instance is wrapped with {@link #toShaderInstance(ShaderProgram)}.
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*
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* @param instance The program to convert
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* @return The wrapped shader program or <code>null</code> if the program is not a wrapped Veil shader
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