Godot: Vector4 is not highlighted properly in code editor

Created on 21 Nov 2015  Â·  5Comments  Â·  Source: godotengine/godot

Vector4, unlike other Vector* class in highlighted in grey, and not in green (as other build-ins) or blue (as Object inheriting classes).

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I was looking for Vector4 to pass it to ShaderMaterial. I also tried an array but that did not work. Checked drivers\gles3\shader_gles3.h and the only way to set a 4-parameter uniform in a shader is jamming it into a Quat or Plane. I guess another option is editing the shader to take 4 floats.

Having a Vector4 might make some sense for that use case I think.

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There is no Vector4, our reality is threedimensional.
On Nov 21, 2015 10:32, "Bojidar Marinov" [email protected] wrote:

Vector4, unlike other Vector* class in highlighted in grey, and not in
green (as other build-ins) or blue (as Object inheriting classes).

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https://cloud.githubusercontent.com/assets/5276727/11318682/cefe51fa-9064-11e5-97b5-00093fac57a9.png

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Ooops! I'm going to close this then. Sorry @reduz

hehe :D

On Sat, Nov 21, 2015 at 10:46 AM, Bojidar Marinov [email protected]
wrote:

Ooops! I'm going to close this then. Sorry @reduz
https://github.com/reduz

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when adding SSE, Vector3 will likely have 4 fields, thoughi guess it will
still be called Vector3

On Sat, Nov 21, 2015 at 3:09 PM, Juan Linietsky [email protected] wrote:

hehe :D

On Sat, Nov 21, 2015 at 10:46 AM, Bojidar Marinov <
[email protected]> wrote:

Ooops! I'm going to close this then. Sorry @reduz
https://github.com/reduz

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.

I was looking for Vector4 to pass it to ShaderMaterial. I also tried an array but that did not work. Checked drivers\gles3\shader_gles3.h and the only way to set a 4-parameter uniform in a shader is jamming it into a Quat or Plane. I guess another option is editing the shader to take 4 floats.

Having a Vector4 might make some sense for that use case I think.

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