-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 I'm in the process of adding support for GL_NV_vertex_program2_option. One of the features that this extension adds, which is also part of GLSL 1.30, is clip distances output from the vertex shader. The way this works is vertex programs output a set of MAX_CLIP_PLANES floats to result.clip[]. These values are then used as the clip distances.
I'm trying to figure out how to make this work with the software TNL paths. Specifically, I can see that I want these values as the dp values in userclip (in src/mesa/tnl/t_vb_program.c). What I don't see is how to get it there. Does anyone have an suggestions? I also think that once we have this support, we'll want to move the clip distance calculation to the vertex programs. My thinking is that we'll have a bit that drivers can set that will append the clip distance calculation code in much the same manner as the fog code on fragment shaders. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAkrCn08ACgkQX1gOwKyEAw9I2gCghRJUrftzRvyinBvqCjsOvPqt nWEAn1gYs5hsKjmgfkRhR8uABIuBeSry =j0iN -----END PGP SIGNATURE----- ------------------------------------------------------------------------------ Come build with us! The BlackBerry® Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9-12, 2009. Register now! http://p.sf.net/sfu/devconf _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev