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

Reply via email to