https://bugs.freedesktop.org/show_bug.cgi?id=42930
--- Comment #6 from Marek Olšák <mar...@gmail.com> 2011-11-15 11:28:55 PST --- I think the optimization was written before GLSL2 was merged. It can happen at a higher level (it may be even more efficient there), but the GLSL infrastructure must be able to break arrays into variables and still accept arrays in glUniform as if nothing happened. -- Configure bugmail: https://bugs.freedesktop.org/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the assignee for the bug. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev