On 27 October 2011 10:20, Ian Romanick wrote:
> On 10/26/2011 11:11 AM, Brian Paul wrote:
>
>>
>> I think the linker is mis-counting gl_TexCoord[] varying vars when
>> linking.
>>
>> For example, if we have this vertex/fragment shader combination:
>>
>> // vs
>> void main()
>> {
>> gl_Position =
On 10/26/2011 11:11 AM, Brian Paul wrote:
I think the linker is mis-counting gl_TexCoord[] varying vars when linking.
For example, if we have this vertex/fragment shader combination:
// vs
void main()
{
gl_Position = ftransform();
gl_TexCoord[6] = gl_MultiTexCoord[0];
}
// fs
void main()
{
gl
I think the linker is mis-counting gl_TexCoord[] varying vars when
linking.
For example, if we have this vertex/fragment shader combination:
// vs
void main()
{
gl_Position = ftransform();
gl_TexCoord[6] = gl_MultiTexCoord[0];
}
// fs
void main()
{
gl_Color = gl_TexCoord[6];
}