On 12/09/06, H. Verbeet <[EMAIL PROTECTED]> wrote:
That does look wrong. The proper code should probably look like this:

shader_addline(&buffer, "ADD result.position.x, TMP_OUT.x, PROJECTIONX.w;\n");
shader_addline(&buffer, "MAD result.position.y, TMP_OUT.y,
PROJECTIONY.y, PROJECTIONY.w;\n");

Actually, that's not completely true... that would do the add after
the multiplication instead of before. It might still be worth it to do
it that way and invert the offset instead though.


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