On Tue, Oct 4, 2016 at 10:33 AM, Marek Olšák <mar...@gmail.com> wrote:

> On Wed, Sep 21, 2016 at 11:42 PM, Nanley Chery <nanleych...@gmail.com>
> wrote:
> > Use the vertex positions described in the PRMs. This has no effect on
> > rendering but quiets the simulator warnings seen when the vertices
> > appear out of order.
>
> Does it mean that the vertex order doesn't matter for the hardware??


Maybe?  It means that it certainly doesn't matter for blorp but blorp only
uses flat inputs and gl_FragCoord.  It may matter when it comes to things
such as getting the barycentric coordinates right.
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