Oliver McFadden wrote: > 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.
Since Mesa doesn't actually implement the vertex weighting/blending extensions, I'm not terribly concerned about a work-around to get a game to work. But if someone finds that this change causes problems for other apps, we'll have to reconsider it. -Brian ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev