- Jun 23, 2009
-
-
-
-
Alexandre Julliard authored
-
-
-
-
-
-
-
-
-
Alexandre Julliard authored
-
-
-
The NVfp2 control flow uses the D3D syntax, and doesn't need the inversed branch condition we're using in the vertex shader.
-
I don't like that I have to do this because the posFixup is in all vertex programs, so its at the same position and could be loaded globally. Unfortunately, there are only 256 env parameters usually, which makes it impossible for any shader to use c256, even if it does not use indirect addressing, and so we can't claim 256 constant support.
-
The best is to put this together with the rest of the shader_arb_priv initialization.
-
I find it helpful for debugging to have this controlled at a central place, without having to disable the entire GL extension or manually find all the places where GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION) controls clipplane use. It is useful for debugging the emulation code on NV cards and for debugging mac driver issues.
-
b2f09fd2 accidentally got the device->vs_clipping check wrong. The FFP replacement should emulate clipping if GL can't do this natively with vertex shaders, not the other way. Also don't emulate clipping if we're using fixed function vertex processing because (a) clipping is always supported by GL in this case, and (b), fragment.texcoord[7] is undefined. (Or in the worst case set to something bad by the app).
-
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
-
-
-
-
-
-
Previous implementation was not working when: utc_time != to_utc(to_local_time(utc_time))
-
-
-
-
-
-
-
-
-
-
-
-