The red book, version 2.0, bottom of page 655, seems to imply that it’s possible to do dependent texture reads with texture combiners. The paragraph is a bit ambiguous, though.
As far as I was aware, this isn’t possible; am I wrong?
CJ
The red book, version 2.0, bottom of page 655, seems to imply that it’s possible to do dependent texture reads with texture combiners. The paragraph is a bit ambiguous, though.
As far as I was aware, this isn’t possible; am I wrong?
CJ
I believe you’re right.
As far as I can remember the only way to do dependant lookups is to use NV_texture_shader[2,3] (and they are somewhat limited anyway) or jump directly into fragment programming.
Nice one, much obliged…
CJ
nv_texture_shader is nearly the same as d3d’s pixel shader 1.1
Nothing in vanilla combiners uses dependent reads. ARB combiner & crossbar specifications don’t actually say anything about setting texture cooridnates of another unit.
Many thanks folks, that’ll be a “no”, then
CJ