d3d/dx8 GLSL-patch shader question: access on VC constants out of
frick at sc-networks.de
Fri Oct 20 02:57:07 CDT 2006
the game LFS uses in its shaders constants with "high" numbers
(c10-c17,c90-c95); so in sum no problem. but due to check against the
OpenGL implemented maximum (in my case VC) the shaders wont work
anymore (array out of bounds).
is this due to recently discussed "max/4 is correct but old nvidia
driver reports wrong numers"-problem or is this something new?
would it be possible to map the constants from the shader into the
vertex program using a look-up-table so we just need to allocate a
VC-array there with the actualy used size and so the check against the
maximum of uniforms would make sense again?
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