On 25.07.2006 14:48, Jason Green wrote: > However, when you use a shader, you don't use those matrices at all, > you pass your own vec4 (4 component float vector) constants into the > shader program, and you don't just have 4 of them to use as a matrix, > you have as many as the hardware allows (typically 96 or 256 with > current hardware). So, we don't know which ones the shader will use > as it's MV/P matrix, so we can't perform any type of y-flip at that > spot because we might mess up the other constants that the shader > needs to perform its calculations.
However, you do know the register into which the output position will be written by the VP. Could flipping the Y of the output position at the very end of the VP work? -f.r.
