The Mesa's projects under Windows use VC6 projects (.dsp and .dsw files). That's why I asked for VC6 support.
Now I think that Mesa should switch to dotnet project files. So VC6 issues wont be a...
Type: Posts; User: _michal
The Mesa's projects under Windows use VC6 projects (.dsp and .dsw files). That's why I asked for VC6 support.
Now I think that Mesa should switch to dotnet project files. So VC6 issues wont be a...
Dont get me wrong, Im all for the 3dlabs' compiler and it is going to be incorporated into mesa. And here is an example:
(true ? gl_FragColor.x : gl_FragColor.y) = 1.0; The code above is...
Could you tell us more about the 3dlabs' syntax validator?
You see, we are planning to use the 3dlabs' compiler (the syntax validator uses it), but because of time constraints and problems with...
Yes, it's just a matter of terminology. Any functionality that can be done at the application side could be removed if it had not too much performance impact.
You could query the current stack...
What do you mean by a separate mesa implementation?
Yes, breakpoint are essential part of the debugger. Also, some assert() function would be neat.
Getting back to #1, the rationale is to...
Ok, after rethinkig it, would it be acceptable to have the following functionality?
1. No glEnable(GL_VERTEX/FRAGMENT_SHADER_DEBUG) nor glBeginShaderDebug - the debug mode is a particular...
I got the same problem.
I dont see any solution than having different shaders for 8 and less lights (passing via varyings) and for more than 8 (passing via uniforms).
It depends on the scene, but...
Im affraid it wasnt fully implemented. This spec is not even listed on the mesa's home page, it is hidden.
Brian enhanced NV programs with PRINT instruction which basicly allow you to spit...
Here you can find proposed spec for vertex and fragment program debugging.
This model introduces callbacks to simplify IHV's implementation. ISVs can in the callback query various GL state.
...
Would you?
The GLSL development in Mesa 3-D is going to be finished in a matter of one, maybe two months.
I realize that it wont be super-fast, but would you use Mesa to develop shaders if it had a...
Shouldn't the last line read:
gl_Position = V * gl_ProjectionMatrix * gl_Vertex;
?
Also, how do you declare the V?
Do clamp?
clamp (gl_TexCoord[0].s+delp,0.,1.)