Rune Petersen wrote:
Roland Scheidegger wrote:
Rune Petersen wrote:
Hi,
Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.
The culprit:
if (!mesa_vp-Base.String)
return;
To me it looks suspect because checking a pointer to the
Brian Paul wrote:
Rune Petersen wrote:
Roland Scheidegger wrote:
Rune Petersen wrote:
Hi,
Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.
The culprit:
if (!mesa_vp-Base.String)
return;
To me it looks suspect because
Rune Petersen wrote:
Brian Paul wrote:
Rune Petersen wrote:
Roland Scheidegger wrote:
Rune Petersen wrote:
Hi,
Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.
The culprit:
if (!mesa_vp-Base.String)
return;
To me it looks
Rune Petersen wrote:
Brian Paul wrote:
Rune Petersen wrote:
Brian Paul wrote:
Rune Petersen wrote:
Roland Scheidegger wrote:
Rune Petersen wrote:
Hi,
Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.
The culprit:
if
Hi,
Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.
The culprit:
if (!mesa_vp-Base.String)
return;
To me it looks suspect because checking a pointer to the shader string
to verify that the parsed shader is valid doesn't make
On 8/27/06, Rune Petersen [EMAIL PROTECTED] wrote:
Hi,
Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.
The culprit:
if (!mesa_vp-Base.String)
return;
To me it looks suspect because checking a pointer to the shader
Rune Petersen wrote:
Hi,
Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.
The culprit:
if (!mesa_vp-Base.String)
return;
To me it looks suspect because checking a pointer to the shader string
to verify that the parsed
Roland Scheidegger wrote:
Rune Petersen wrote:
Hi,
Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.
The culprit:
if (!mesa_vp-Base.String)
return;
To me it looks suspect because checking a pointer to the shader string
to