d3d/dx8 GLSL-patch shader question: access on VC constants out
hverbeet at gmail.com
Fri Oct 20 03:12:42 CDT 2006
On 20/10/06, Christoph Frick <frick at sc-networks.de> wrote:
> 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?
Probably, VC certainly looks too small. You should probably use
96.25 anyway, as the current "stable" drivers have some security
> 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?
Not really, a shader can use relative addressing into the constants
array as well.
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