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
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
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
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
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