On 18/05/06, Jason Green <[EMAIL PROTECTED]> wrote:
On 5/18/06, H. Verbeet <[EMAIL PROTECTED]> wrote:
> On 18/05/06, Jason Green <[EMAIL PROTECTED]> wrote:
> +/* We will check for errors later when we try to use the program */
> Lets not do that. Assuming you're talking about inside
> dra
On 5/18/06, H. Verbeet <[EMAIL PROTECTED]> wrote:
On 18/05/06, Jason Green <[EMAIL PROTECTED]> wrote:
+/* We will check for errors later when we try to use the program */
Lets not do that. Assuming you're talking about inside
drawPrimitiveDrawStrided, that's going to kill performance. Wha
Jason Green wrote:
This is a resend of the earlier patch, with one addition:
- previously, the line to alias the program.env[] to C[] was done in
the vertex shaders since that was the only function that needed them
(and it needs to be done to support relative addressing). However,
with PS 2.0+,
On 18/05/06, Jason Green <[EMAIL PROTECTED]> wrote:
+/* We will check for errors later when we try to use the program */
Lets not do that. Assuming you're talking about inside
drawPrimitiveDrawStrided, that's going to kill performance. What is
the problem with checking for errors right aft
On 5/18/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
> +/* Create the uniforms (aka constants) */
> +shader_addline(&buffer, "uniform vec4 C[%u];\n",
This->baseShader.limits.constant_float);
> +/* TODO - Add varyings, attributes, etc. */
> +
Shouldn't this go into the "g
+/* Create the uniforms (aka constants) */
+shader_addline(&buffer, "uniform vec4 C[%u];\n",
This->baseShader.limits.constant_float);
+/* TODO - Add varyings, attributes, etc. */
+
Shouldn't this go into the "generate_glsl_declarations" thing into
baseshader?
Things pr