Nicolai Hähnle wrote: > 2. We want to rewrite TEX instructions in fragment programs *before* other > transformations; however for shadow textures, the resulting code depends on > the compare function of the referenced texture.
This may not be true. How does your hardware work (I don't know which driver you're working on )? Does it use state set in the texture hardware to select shadow sampling or does it use special instructions for shadow sampling? The GLSL spec says that if the sampler state is ignored. It also says that the results are "undefined" if the texture state (i.e., internal format) doesn't match a shadow mode. You can probably just generate the shadow texture instructions and let the user shoot themselves in the foot. -- A: Because it messes up the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail? ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
