I found no documentation for this. Tests show ati inits weight with
(1,0,0,0), but nvidia with (1,0,0,1).
If vertex_blend is not supported nvidia assigns vertex.weight to
vertex.generic1.
Wow depends on weight=(1,0,0,0) or vertex.weight=vertex.generic1 in its
vertex shaders.
I went for atis behavior as it looks more consistent for my novice eye.
---
src/mesa/main/context.c | 2 +-
1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index 69c361f..63dc137 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -777,7 +777,7 @@ _mesa_init_current(GLcontext *ctx)
}
/* redo special cases: */
- ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 1.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
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