On 03/28/2011 05:11 AM, res wrote:
> As a start, build CS and run “deferreddemo”.

Already have, the demo seems to work fine.

> It is right Cg distinguishes between VPs and FPs, but “only one of them”
> is definitely wrong - you can have a VP and an FP active at the same time.

Hm, I meant you might call SetActiveVP(); SetActiveFP() and then only change 
the 
active FP without having to rebind the active VP, am I right?

> Once for each program, I'd guess.

That's what I guess too, so I'm wondering what kind of magic does Cg to avoid 
that (or what kind of feature OpenGL lacks).

> Supporting GLSL with that “split” approach is significant hassle, so one
> of the first steps would be to change the shader subsystem to use
> “unified” shader programs (i.e. VP+FP wrapped into one ‘shader program’
> object) - should actually be relatively easy.

When you say "shader subsystem", you mean that the common user API wouldn't be 
affected in order to be compatible with the older versions?

Thanks for helping anyway :)

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