That's a nice idea, although I'm not sure if it would work with big arrays
(my array has 70 elements).
Besides, writing 70 such lines is a pain ....
I might try it tomorrow and update.
Otherwise, I'll just declare that this software only runs on 8800 :-(
Roni
> >> For example indexing an array like this:
> >> arr[ind]
> >> works fine for the vertex shader, but doesn't compile on the fragment
> >> shader, saying that the index has to be constant, so that arr[ind] is
> >> not
> >> allowed, but arr[3] is ok.
> >> However, since I'm using long arrays (70 elements), I don't know how
> >>
> > to
> >
> >> work
> >> around this limitation.
> >> Any ideas
>
> Stupid suggestion, perhaps you can do this? (not sure you can pass an
> array to a function, but worth a try...)
>
> vec4 indexArray(vec4[n] array, int i)
> {
> if (i == 0) return array[0];
> if (i == 1) return array[1];
> // ...
> // error add more indices to the function!
> }
>
> Then call
>
> vec4 value = indexArray(arr, ind);
>
> Just to work around the limitation...
>
> Let me know if you try this, I'd be interested to know if it works.
>
> J-S
>
> --
> ______________________________________________________
> Jean-Sebastien Guay [EMAIL PROTECTED]
> http://www.cm-labs.com/
> http://whitestar02.webhop.org/
>
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