Stefan Dösinger wrote:
Am Donnerstag, 23. April 2009 14:54:54 schrieb Tobias Jakobi:
NAK
Suggestions? Explanations?
Like explained putting this into prog_link won't work. It doesn't make
sense in the first place.
Using a separate struct for GLSL and ARB isn't also making sense, since
the
Am Donnerstag, 23. April 2009 14:54:54 schrieb Tobias Jakobi:
NAK
Suggestions? Explanations?
Like explained putting this into prog_link won't work. It doesn't make
sense in the first place.
Using a separate struct for GLSL and ARB isn't also making sense, since
the data stored in the
I think Henri is generally against adding something to the
ps_compiled_shader structure - but I might be wrong there.
However I don't know how to implement the code without introducing new
data to ps_compiled_shader.
No, he doesn't like having this info visible outside the backend. You can
Stefan Dösinger wrote:
I think Henri is generally against adding something to the
ps_compiled_shader structure - but I might be wrong there.
However I don't know how to implement the code without introducing new
data to ps_compiled_shader.
No, he doesn't like having this info visible outside
2009/4/23 Tobias Jakobi liquid.a...@gmx.net:
ps_np2fixup_t is still stored in ps_compiled_shader and I have no intention
to change this, since the ARB code is going to use the exact same structure.
NAK
NAK
Suggestions? Explanations?
Like explained putting this into prog_link won't work. It doesn't make
sense in the first place.
Using a separate struct for GLSL and ARB isn't also making sense, since
the data stored in the struct is independant of GLSL and ARB.