Florian Bösch (2014-03-08T11:41:20.000Z)
domenic at domenicdenicola.com (2014-03-20T16:23:07.794Z)
On Fri, Mar 7, 2014 at 8:52 PM, Peter van der Zee <ecma at qfox.nl> wrote: > I think you want to take a look at "source maps". They're specifically > designed to deal with this problem. > The problem is that a function like compileShader would look like this: ```js var compileShader(source){ var shader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(shader, source); gl.compileShader(shader); if(!gl.getShaderParameter(GL_COMPILE_STATUS)){ var error = glGetShaderInfoLog(shader); // now what? // need file of source // need lines # of source } } ``` And you'd do things like: ``` var source = """ void main(){ #{someSnippet} gl_FragColor = whatever; } """ compileShader(source); ``` I don't see how source maps help either.