> Also there's a bigger issue here. The number of varyings is limited (in > fact > it's the most constraining limit of all the limits present), and > integrating > this with other shaders will become problematic. Moving stuff in the > vertex > shader has the unwanted effect of requiring more varyings...
Unless it's significantly faster for you than for me, we need the speed to come from somewhere. I believe we can save varyings by computing things as uniforms - hazeColor for instance actually is a uniform, I just don't know how to compute it outside the shader and pass it. The whole relative geometry between sun and eye is uniform. Cheers, * Thorsten ------------------------------------------------------------------------------ The demand for IT networking professionals continues to grow, and the demand for specialized networking skills is growing even more rapidly. Take a complimentary Learning@Cisco Self-Assessment and learn about Cisco certifications, training, and career opportunities. http://p.sf.net/sfu/cisco-dev2dev _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel

