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[Quest] Define structs from within VL

Open azeno opened this issue 7 months ago • 1 comments

Especially those which would satisfy the unmanaged constraint. It could simply be a new entry in the dropdown (Class / Record / Interface / Struct). Process nodes would not be allowed in such patches to ensure no additional fields get allocated. One would need a way to order the fields. For example the fields of a vector must be emitted with xyz.

azeno avatar Jul 14 '25 12:07 azeno

This also makes perfect sense with regard to shaders. This would allow you to use a Spread<VLStruct> directly in the shader. This is currently possible, but you always have to use C#.

The ordering of the fields could then also be adopted for the records/classes. This actually makes sense there too; it's not necessary, but it provides clarity and satisfies my inner perfectionist.

kopffarben avatar Jul 18 '25 13:07 kopffarben