> The bigger question is why there is a huge if-else statement, and why > this function is so large. > Huge if-else statement = 2 sub-functions > > Shader dirty constants - do shader internals really belong here ? Well, in ARB shader constants are a context global state, opposed to GLSL where they are a per-shader property. Thus the constant tracking for ARB is moved to the context rather than in the shader. It could maybe be made a shader backend callback, currently it is controlled by a flag in the shader backend
- Re: general question.. James Hawkins
- Re: general question.. James Hawkins
- Re: general question.. Ivan Gyurdiev
- Re: general question.. Chris Ahrendt
- Re: general question.. Ivan Gyurdiev
- Re: general question.. Chris Ahrendt
- Re: general question.. Vitaliy Margolen
- RE: general question.. Stefan Dösinger
- EverQuest2.exe and context.c Chris Ahrendt
- RE: EverQuest2.exe and context.c Stefan Dösinger
- RE: EverQuest2.exe and context.... Stefan Dösinger
- Re: EverQuest2.exe and cont... Vitaliy Margolen
- Re: EverQuest2.exe and cont... Chris Ahrendt
- Re: EverQuest2.exe and cont... Vitaliy Margolen
- Re: EverQuest2.exe and cont... Vitaliy Margolen
- Re: EverQuest2.exe and cont... Chris Ahrendt
- Re: EverQuest2.exe and cont... Vitaliy Margolen
- Re: EverQuest2.exe and cont... Chris Ahrendt