On Thu, 06 Oct 2011 14:40:28 -0700, Ian Romanick <i...@freedesktop.org> wrote: > On 10/06/2011 09:36 AM, Eric Anholt wrote: > > These will be used by the FF VS/FS to represent the current attributes > > when they don't have an active vertex array. > > I just want to make sure I grok this completely. These are arrays of > vec4 uniforms that are used when, for example, glColor is called outside > glBegin. Yes?
Exactly. > If that's the case, what's the advantage of having it in the fragment > shader (as opposed to using uniforms to interpolate the potentially > constant values)? Now I'm not grokking what you're suggesting. > > @@ -284,6 +292,8 @@ const struct gl_builtin_uniform_desc > > _mesa_builtin_uniform_desc[] = { > > STATEVAR(gl_MESABumpRotMatrix0), > > STATEVAR(gl_MESABumpRotMatrix1), > > STATEVAR(gl_MESAFogParamsOptimized), > > + STATEVAR(gl_MESACurrentAttribVert), > > + STATEVAR(gl_MESACurrentAttribFrag), > > My preference would be to use the "regular" GLSL extension naming > convention (even though we're not exposing these names directly). That > is, gl_CurrentAttribVertMESA and gl_CurrentAttribFragMESA. I would have > made the same comment about the other statevar names here, but I was too > slow getting reviews out. I'm up for that.
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