This isn't exactly a critical issue, but it's worth noting that due to the way string conversion works, there's not currently a @nogc way of setting parameters on a Shader, even when working with a compile-time literal.
It might be worth looking into a way of doing this (possibly by providing const(char)* overloads and letting the user handle any needed conversion on their end.)
This isn't exactly a critical issue, but it's worth noting that due to the way string conversion works, there's not currently a @nogc way of setting parameters on a Shader, even when working with a compile-time literal.
It might be worth looking into a way of doing this (possibly by providing const(char)* overloads and letting the user handle any needed conversion on their end.)