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-rw-r--r--src/library_gl.js2
-rw-r--r--src/runtime.js2
2 files changed, 3 insertions, 1 deletions
diff --git a/src/library_gl.js b/src/library_gl.js
index 9ce01f3f..209f2133 100644
--- a/src/library_gl.js
+++ b/src/library_gl.js
@@ -952,6 +952,8 @@ var LibraryGL = {
#if GL_DEBUG
GL.shaderOriginalSources[shader] = source;
#endif
+ // XXX We add attributes and uniforms to shaders. The program can ask for the # of them, and see the
+ // ones we generated, potentially confusing it? Perhaps we should hide them.
if (GL.shaderInfos[shader].type == Module.ctx.VERTEX_SHADER) {
// Replace ftransform() with explicit project/modelview transforms, and add position and matrix info.
var has_pm = source.search(/u_projection/) >= 0;
diff --git a/src/runtime.js b/src/runtime.js
index 6a251c46..1f8a618f 100644
--- a/src/runtime.js
+++ b/src/runtime.js
@@ -349,7 +349,7 @@ var Runtime = {
return arg + '\n\n';
}
if (arg.byteLength) {
- return '{' + Array.prototype.slice.call(arg, 0, Math.min(arg.length, 40)) + '}'; // Useful for correct arrays, less so for compiled arrays, see the code below for that
+ return '{' + Array.prototype.slice.call(arg, 0, Math.min(arg.length, 400)) + '}'; // Useful for correct arrays, less so for compiled arrays, see the code below for that
var buf = new ArrayBuffer(32);
var i8buf = new Int8Array(buf);
var i16buf = new Int16Array(buf);