Am Freitag, 11. April 2008 10:39:13 schrieb H. Verbeet: > I think in practice the specular color input is probably more > important than the two extra textures. It's pretty rare for programs > to hit the nvrc limit of 4, and if they do they don't usually break as > bad as when they try to use the missing specular input. Not really, many games check the MaxSimultaneousTextures cap and use that value even if they are using pixel shaders. E.g. HL2 fails in dxlevel 81 with that with ARB shaders because it checks that cap if it finds SM 1.x, and Age of Empires 3 fails as well. Call of duty 4 is another popular example, it requires 8 fixed function textures. (COD4 wants TSSARGTEMP as well, so that point is moot)
- Re: WineD3D: WineD3D: Use the shader backend to enable / ... Stefan Dösinger
- Re: WineD3D: WineD3D: Use the shader backend to enab... H. Verbeet
- Re: WineD3D: WineD3D: Use the shader backend to ... Stefan Dösinger
- Re: WineD3D: WineD3D: Use the shader backend... H. Verbeet
- Re: WineD3D: WineD3D: Use the shader bac... Stefan Dösinger
- Re: WineD3D: WineD3D: Use the shade... H. Verbeet
- Re: WineD3D: WineD3D: Use the s... Stefan Dösinger
- Re: WineD3D: WineD3D: Use the shader bac... Stefan Dösinger
- Re: WineD3D: WineD3D: Use the shade... Chris Robinson
- Re: WineD3D: WineD3D: Use the s... Stefan Dösinger
- Re: WineD3D: WineD3D: Use t... Chris Robinson
- Re: WineD3D: WineD3D: Use t... Stefan Dösinger
- Re: WineD3D: WineD3D: Use t... H. Verbeet
- Re: WineD3D: WineD3D: Use t... Stefan Dösinger
- Re: WineD3D: WineD3D: Use the shade... H. Verbeet
