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Pull Request Overview
This PR replaces the geometry-shader–based line rendering with an instanced vertex-shader approach, removing the unbuffered geometry shader and updating the draw calls and context setup accordingly.
- Remove
unbuffered_geo.glsland shift quad construction into the vertex shader - Update
draw_line/draw_linesto use instanced rendering instead ofgl.LINES - Adjust
Contextto configure a dummy quad buffer and instance position buffer
Reviewed Changes
Copilot reviewed 4 out of 4 changed files in this pull request and generated 2 comments.
| File | Description |
|---|---|
| resources/system/shaders/shapes/line/unbuffered_vs.glsl | New instanced vertex shader generates quads by gl_VertexID |
| resources/system/shaders/shapes/line/unbuffered_geo.glsl | Removed old geometry shader |
| draw/line.py | Switched geometry.render calls to use instances |
| context.py | Dropped geometry shader, added dummy quad & instance buffers |
Comments suppressed due to low confidence (2)
resources/system/shaders/shapes/line/unbuffered_vs.glsl:10
- The attribute 'in_vert' is declared but not actually used after moving quad logic into the shader via gl_VertexID. Consider removing it and the corresponding dummy buffer setup to simplify the pipeline.
in vec2 in_vert;
resources/system/shaders/shapes/line/unbuffered_vs.glsl:24
- [nitpick] Using the literal '4' for the quad vertex count is a magic number. Define a constant like 'const int QUAD_VERT_COUNT = 4;' for clarity and easier updates.
vec2 positions[4] = vec2[4](
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