1. Anders Ruud
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Issue #587 resolved

Shader:send calls glGetError, which can be a performance bottleneck (especially on OpenGL ES)

Alex Szpakowski
created an issue

Shader:send relies on the glGetError function to create a lua error if the variable can't be sent to the shader for whatever reason. glGetError, like most glGet* opengl functions, can be fairly expensive when called in performance-sensitive code, especially so in OpenGL ES 2.

Unfortunately, while 'manually' validating Shader:send calls is possible, it would add a fair amount of code complexity to the Shader class just for the validation. glGetActiveUniform would likely be used to build a list of valid shader uniforms and their properties, right after the shader program has been linked.