[Haskell-cafe] Loops and ray casting with GPipe?
lemming at henning-thielemann.de
Tue Mar 22 14:32:52 CET 2011
On Tue, 22 Mar 2011, Jarkko Vilhunen wrote:
> With OpenGL shaders it is possible to write code utilizing loops with
> unknown number of iterations, I'm wondering if the same can be done
> with GPipe? Fractals would be one use case and implicit surfaces
> another. Fragment Floats had to be compared with IfB from
> Data.Boolean, so I tried something recursive like
> foo x = boolean x (foo (x * 0.9)) (x <* 1)
This is not tail-recursive - could that be the problem?
I also assume that GPipe is an EDSL and thus your expression just produces
infinitely code in the shader language instead of running it.
More information about the Haskell-Cafe