Re: [Mesa3d-dev] vertex attribute non-aliasing in 2.0 -> problem

2004-09-13 Thread Brian Paul
Ian Romanick wrote: Brian Paul wrote: Ian Romanick wrote: Brian Paul wrote: It looks like the only way to tell the difference between the two extensions is "!!ARBvp1.0" vs. "!!VP1.0" in the program text. I suppose we could track the glVertexAttrib3fvARB as non-aliased, but compile a !!VP1.0 pro

Re: [Mesa3d-dev] vertex attribute non-aliasing in 2.0 -> problem

2004-09-13 Thread Ian Romanick
Brian Paul wrote: Ian Romanick wrote: Brian Paul wrote: It looks like the only way to tell the difference between the two extensions is "!!ARBvp1.0" vs. "!!VP1.0" in the program text. I suppose we could track the glVertexAttrib3fvARB as non-aliased, but compile a !!VP1.0 program to use the attr

Re: [Mesa3d-dev] vertex attribute non-aliasing in 2.0 -> problem

2004-09-13 Thread Brian Paul
Ian Romanick wrote: Brian Paul wrote: As someone mentioned before, in OpenGL 2.0 generic attributes (set by calling glVertexAttrib) do not alias with conventional attributes. This conflicts with GL_NV_vertex_program and changes the policy defined in GL_ARB_vertex_program (where aliasing was opti

Re: [Mesa3d-dev] vertex attribute non-aliasing in 2.0 -> problem

2004-09-13 Thread Ian Romanick
Brian Paul wrote: As someone mentioned before, in OpenGL 2.0 generic attributes (set by calling glVertexAttrib) do not alias with conventional attributes. This conflicts with GL_NV_vertex_program and changes the policy defined in GL_ARB_vertex_program (where aliasing was optional). The GL_ARB_v

vertex attribute non-aliasing in 2.0 -> problem

2004-09-13 Thread Brian Paul
As someone mentioned before, in OpenGL 2.0 generic attributes (set by calling glVertexAttrib) do not alias with conventional attributes. This conflicts with GL_NV_vertex_program and changes the policy defined in GL_ARB_vertex_program (where aliasing was optional). The GL_ARB_vertex_shader exten