On 12/04/07, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
I'm not sure what needs to be done instead, since it all looks so broken...
- I would say this type of analysis about shader usage needs to go into
pass 1 (baseshader), since it is backend independent. It's kind of
vertex-shader specific, but
Here is how this was meant to work at some point [ since I see all kinds
of incorrect things being done ]:
Entry point Code generation
==
Pixelshader Baseshader --- ARB backend
Vertexshader ---
Fabian Bieler wrote:
Vertex shaders are marked as 'foggy shaders' in wined3d if they write out the
fog coord. Previously this was not done for vertex shaders 3.0. This patch
corrects this problem.
Please don't do that - the design is flawed enough as it is (GLSL being
invoked from vertexshad