I just had a quick look through the ARB_vertex_program extension documentation,
but it's a bit hard to interpret...

> If a vertex attribute binding matches "vertex.weight" or
> "vertex.weight[n]", the "x", "y", "z", and "w" components of the vertex
> attribute variable are filled with vertex weights <n> through <n>+3,
> respectively.  If "[n]" is omitted, weights zero through three are used.
> For the purposes of this binding, all weights supported by the
> implementation but not set by the application are set to zero, including
> the extra derived weight corresponding to the fixed-function
> WEIGHT_SUM_UNITY_ARB enable.  For components whose corresponding weight is
> not supported by the implementation (i.e., numbered MAX_VERTEX_UNITS_ARB
> or larger), "y" and "z" components are set to 0.0 and "w" components are
> set to 1.0.  A vertex program will fail to load if a vertex attribute
> binding specifies a weight number <n> that is greater than or equal to
> MAX_VERTEX_UNITS_ARB or is not divisible by four.

I'm not exactly sure what this means for default values, so I'll leave that up
to someone more knowledgeable, but I am against committing game-specific
fixes/hacks to core Mesa or the drivers.


On 3/10/08, Markus Amsler <[EMAIL PROTECTED]> wrote:
> Chris Rankin wrote:
> > --- Markus Amsler <[EMAIL PROTECTED]> wrote:
> >
> >> Wow depends on weight=(1,0,0,0) or vertex.weight=vertex.generic1 in its
> >> vertex shaders.
> >>
> >
> > Hi,
> >
> > Just to be pedantic, what kind of mis-rendering does this patch fix?
> >
> It fixes displaced vertices if vertex shaders are enabled in opengl
> mode. Like the flag in [1] or the character in [2]. To enable vertex
> shaders you also need the [Mesa3d-dev] [PATCH] vp: Only set inputs if
> actually used. patch, otherwise the gpu locks up. I'm currently playing
> with enabled vertex shaders without any shader related issues.
>
> Markus
>
> [1] http://oribi.org/linux/mesa/wow_flag.png
> [2] http://img201.imageshack.us/img201/513/warcraftcp4.jpg
>
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