On 06/22/2012 03:39 PM, Brian Paul wrote:
The GLSL linker code in assign_varying_locations() counts up the number
of varying variables and checks the count against the
ctx->Const.MaxVarying limit.
I know we've had problems with this in the past but I think there's
another issue.
In the case of
The GLSL linker code in assign_varying_locations() counts up the
number of varying variables and checks the count against the
ctx->Const.MaxVarying limit.
I know we've had problems with this in the past but I think there's
another issue.
In the case of fragment shaders we're also counting va