>> >>> By the looks of it the 0/POS attrib + the overlapping/16-31 ones check >>> _Current >>> and the others all check _Enabled, to me it would make some sense at >>> least if 0 >>> was consistent with the others, but maybe someone knows what is correct. >> >> The confusion probably goes all the way back to the ARB's unfortunate >> inability to reconcile NV's vs. ATI's different handling of generic >> vertex arrays. NV used aliasing while ATI didn't so the ARB extension >> made it optional (a mess). Plus, I think there was some minor >> difference in GL_ARB_vertex_program vs. GL_ARB_vertex_shaders w.r.t. >> generic vertex arrays. > > In GLSL, only attribute 0 / glVertexArray alias. The other non-generic > arrays can only be accessed via the named built-in variables (e.g., > gl_Color).
Ah that makes sense, thanks guys, > >> Do you suspect a bug here? No but this codepath is a real dog on profiles, and I'm guessing 90% of it useless in 90% of profiles, like in an app that doesn't use VBOs it pretty much could end up as min = 2*1000*1000*1000; but to figure that out it has a lot overhead. I'm guessing we should probably push working out the array max closer to the edges and not in this path if we can. So I had to make sure I understood it before I try to change it. Dave. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev