On 11/04/2008, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Not really, many games check the MaxSimultaneousTextures cap and use that
>  value even if they are using pixel shaders. E.g. HL2 fails in dxlevel 81 with
>  that with ARB shaders because it checks that cap if it finds SM 1.x, and Age
>  of Empires 3 fails as well. Call of duty 4 is another popular example, it
>  requires 8 fixed function textures. (COD4 wants TSSARGTEMP as well, so that
>  point is moot)
>
Sure, but they don't generally break if you just return 8 there.
(Compared to eg. HL2/CSS in dxlevel70 without D3DTA_SPECULAR). Of
course the proper way to get around all of the issues at the same time
would be to write a real GLSL fixed function fragment processing
implementation, but that doesn't change the fact that the current
situation is pretty ugly.


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