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https://bugs.freedesktop.org/show_bug.cgi?id=8258
--- Additional Comments From [EMAIL PROTECTED] 2006-09-23 00:09 ---
It turns out I missed something obvious...
The parameters are passed correctly, I have just not transformed the
vertex.position to the fragment.position
Now I just need to figure out how =)
Rune Petersen
Rune Petersen wrote:
Hi,
Found some time to have a look at routing fragment.position
Rune Petersen wrote:
It turns out I missed something obvious...
The parameters are passed correctly, I have just not transformed the
vertex.position to the fragment.position
I guess that's the viewport transformation, or maybe a perspective
divide followed by viewport transformation.
But I
Keith Whitwell wrote:
Rune Petersen wrote:
It turns out I missed something obvious...
The parameters are passed correctly, I have just not transformed the
vertex.position to the fragment.position
I guess that's the viewport transformation, or maybe a perspective
divide followed by
Please do not reply to this email: if you want to comment on the bug, go to
the URL shown below and enter yourcomments there.
https://bugs.freedesktop.org/show_bug.cgi?id=8407
Summary: Unknown device ID 3154
Product: DRI
Rune Petersen wrote:
Keith Whitwell wrote:
Rune Petersen wrote:
It turns out I missed something obvious...
The parameters are passed correctly, I have just not transformed the
vertex.position to the fragment.position
I guess that's the viewport transformation, or maybe a perspective
divide
Please do not reply to this email: if you want to comment on the bug, go to
the URL shown below and enter yourcomments there.
https://bugs.freedesktop.org/show_bug.cgi?id=8407
[EMAIL PROTECTED] changed:
What|Removed |Added
Rune Petersen wrote:
I hit a problem constructing this:
- In order to do range mapping in the vertex shader (if I so choose)
I will need a constant (0.5), but how to add it?
I think this might work similar to what is used for position invariant
programs, instead of using
Roland Scheidegger wrote:
Rune Petersen wrote:
I hit a problem constructing this:
- In order to do range mapping in the vertex shader (if I so choose)
I will need a constant (0.5), but how to add it?
I think this might work similar to what is used for position invariant
programs, instead of