From 88af21945e05a6f23923d2905be4b37e9efa66a5 Mon Sep 17 00:00:00 2001 From: Patricio Gonzalez Vivo Date: Wed, 30 Nov 2016 15:53:46 -0500 Subject: [PATCH] error catch in chapter 12 --- 12/README.md | 2 +- src/glslGallery | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/12/README.md b/12/README.md index ae24f5c..5d8899e 100644 --- a/12/README.md +++ b/12/README.md @@ -45,7 +45,7 @@ In the above code, one of the points is assigned to the mouse position. Play wit ### Tiling and iteration -You probably notice that ```for``` loops and *arrays* are not very good friends with GLSL. Like we said before, loops don't accept dynamic limits on their exit condition. Also, iterating through a lot of instances reduces the performance of your shader significantly, because loops can't exit early - they always have to run to completion. That means we can't use this direct approach for large amounts on points. We need to find another strategy, one that takes advantage of the parallel processing archeture of the GPU. +You probably notice that ```for``` loops and *arrays* are not very good friends with GLSL. Like we said before, loops don't accept dynamic limits on their exit condition. Also, iterating through a lot of instances reduces the performance of your shader significantly. That means we can't use this direct approach for large amounts on points. We need to find another strategy, one that takes advantage of the parallel processing architecture of the GPU. ![](cell-01.png) diff --git a/src/glslGallery b/src/glslGallery index 22050b5..5d41f8a 160000 --- a/src/glslGallery +++ b/src/glslGallery @@ -1 +1 @@ -Subproject commit 22050b571c923a702761844c91d26dfbbd841750 +Subproject commit 5d41f8a8920815b0ea3f5f9185e4e7deeeafefde