I updated my demo skeleton in the google code repository. It is using now Visual Studio 2013, that now partially supports C99 and therefore can compile the code.
I updated the compute shader code a bit and I upgraded Crinkler to version 1.4. The compute shader example now also compiles the shader into a header file and then Crinkler compresses this file as part of the data compression. It packs now overall to 2,955 bytes.
https://code.google.com/p/graphicsdemoskeleton/
If you have fun with this code, let me know ... :-)
https://code.google.com/p/graphicsdemoskeleton/
If you have fun with this code, let me know ... :-)
2 comments:
So what's the size of the blob once compiled? Did you try including the source instead?
I've not been following demoscene for a while,but it's been common practice to include shaders with names stripped down to a minimum (1 character), removed carriage returns/tabs etc.And it also compresses nicely.
I compiled the shader to a header file and included the header file. This way Crinkler probably optimizes what is left from the original shader in the data segment.
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