mMcFab
Member
Pretty much just the title.
This function was added to 1.X a little while ago and was finally made public in the most recent EA update for 1.X, yet it isn't present in GMS2 for whatever reason.
I filed a bug report and was advised that we should discuss it here
Basically, I would like to know why it hasn't been implemented (maybe it was overlooked or something?), though I believe that it should - especially since 1.X has it.
The report itself basically states why:
This function was added to 1.X a little while ago and was finally made public in the most recent EA update for 1.X, yet it isn't present in GMS2 for whatever reason.
I filed a bug report and was advised that we should discuss it here
Basically, I would like to know why it hasn't been implemented (maybe it was overlooked or something?), though I believe that it should - especially since 1.X has it.
The report itself basically states why:
and I know I'd personally find it useful - I have a psuedo-material system using scripts+shaders and this'd be handy to reduce shader changes/uniform updates.Why? Let's say you want to update uniforms if shader was switched. Making own global variable for currently used shader will work as long as you use only your own shader switching functions. But you can't say if user won't change shader using shader_set somewhere outside. And there is no way to check it right now.
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