I just read the extension, and it seems to be that it clearly indicates that routing is *not* used by OpenGL.
In particular, varyings with the same name are not linked together, and instead the builtin varyings must be used. As far as I know, the builtin varyings are gl_TexCoord[i] where i < MaxTextureCoords. Am I missing anything? Does GLSL, or any extension of it, specify any builtin varyings with arbitrary indices? Note that the extension spec even explicitly says the following: << It is undesirable from a performance standpoint to attempt to support "rendezvous by name" for arbitrary separate shaders because the separate shaders won't be naturally compiled to match their varying inputs and outputs of the same name without a special link step. Such a special link would introduce an extra validation overhead to binding separate shaders. The link itself would have to be deferred until glBegin time since separate shaders won't match when transitioning from one set of consistent shaders to another. This special link would still create errors or undefined behavior when the names of input and output varyings matched but their types did not match. >> It explicitly rules out doing a special link step/routing. ------------------------------------------------------------------------------ The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev