On 03/28/2011 09:59 AM, res wrote:
> Next step would be to run around and look for issues/visual glitches ;)

It seems that the translucent crystal's outline sometimes produces artifacts 
like white pixels/lines :p

> One thing to do is to try different levels. Though there are probably a
> number of “issues” where the deferred rendering itself isn't guilty, but
> rather a shader is lacking (e.g. we don't really have DR-capable shaders
> for terrain yet).

How do I run the demo using another test scene? I only found it in the 
"startme" 
executable so far. Is it possible to switch to forward rendering inside the 
demo?

> Short answer, yes.
>
> Long answer... the less API changes, the better. I think the API
> (interfaces) etc. is already flexible enough to deal with “unified
> programs”.
> The main concern would be that existing shader files continue working.
> But that is actually more of a change in the shader parser. (Wrap
> separate programs into one ”unified” program that just calls out to the
> separate progs.)

I must say that parsing is not my strengh. I wonder that a basic setup of GLSL 
shaders and VP/FP unification would only require some XML parser calls to 
recognize some GLSL-specific tags/whatever?

Also, do you support tess/geom shaders in Cg? If I add them in GLSL then maybe 
I 
should add them in Cg too to be consistent.

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