DX9 semantic indexes are apparently unlimited, and you can definitely specify COLOR 0..3, I haven't tried to go further.
Keith ________________________________________ From: luca.barbi...@gmail.com [luca.barbi...@gmail.com] On Behalf Of Luca Barbieri [l...@luca-barbieri.com] Sent: Monday, February 01, 2010 8:44 AM To: Keith Whitwell Cc: Christoph Bumiller; mesa3d-dev@lists.sourceforge.net Subject: Re: light_twoside RE: [Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots On Mon, Feb 1, 2010 at 5:31 PM, Keith Whitwell <kei...@vmware.com> wrote: > Christoph, Luca, > > Twoside lighting has is a bit of a special case GL-ism. On a lot of hardware > we end up implementing it by passing both front and back colors to the > fragment shader and selecting between them using the FACE variable. If we > removed the implicit fixed-function support for two-side lighting in the > rasterizer, it would solve the issue of how this is represented in any > routing table. > > How does that sit with your drivers? nv40 (and perhaps r300 too?) appears to have 2 hardware "back color" registers in the vertex shader that are automatically routed, so it would probably be best to leave it that way. Of course, a generic face-dependent routing table could be yet another optional feature. Does any API expose such a thing, perhaps in the form of unlimited rather than 2 front/back colors? (other than by using FACE) ------------------------------------------------------------------------------ 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