Am 25.04.2013 19:44, schrieb Zack Rusin:
> - Original Message -
>> Am 24.04.2013 00:58, schrieb Zack Rusin:
>>> This was a very serious bug. We were always doing the viewport
>>> transformations on the first output of the vertex shader. That means
>>> that every application that was storing
- Original Message -
> Am 24.04.2013 00:58, schrieb Zack Rusin:
> > This was a very serious bug. We were always doing the viewport
> > transformations on the first output of the vertex shader. That means
> > that every application that was storing position in anything but
> > OUT[0] was out
Am 24.04.2013 00:58, schrieb Zack Rusin:
> This was a very serious bug. We were always doing the viewport
> transformations on the first output of the vertex shader. That means
> that every application that was storing position in anything but
> OUT[0] was outputing untransformed vertices and had b
This was a very serious bug. We were always doing the viewport
transformations on the first output of the vertex shader. That means
that every application that was storing position in anything but
OUT[0] was outputing untransformed vertices and had broken output
for whatever it was storing at OUT[0