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todo.md

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  • fix noisy example in node

  • think of threads for nogl-shader-output

  • try to hook up headless-gl still. It is faster. nogl-shader is unbearably slow.

  • think of providing input channels as multiple connections, where each channel is represented by a texture with N height. It is logical at least.

  • think of providing output as a texture of a height N, where each row is for separate channel.

  • facilitate interconnected audio-shaders so that they just pass textures one to another instead of converting/unconverting audio buffers. So to let us process sound in GPU with minimal possible delays.

  • ensure timeDelta is delta between chunks, not the rendering time

  • add destructors, destruct & clean memory on stream end

  • detect output type from shader code automatically

  • benchmark comparison with native js, e.g. filter node

  • pass input chunk data

  • shadertoy tests

  • frequency shader, where not time but f-domain data passed