2009/6/17 Stefan Dösinger <[email protected]>: > If I have to choose between a compile failure or disabling some clipplanes > I'll throw the clipplanes under the bus. > > If the shader is using relative addressing, look at the highest directly > addressed constant register. We know that the constant array must be at least > highest_idx+1 elements large, otherwise the shader will fail for sure. If we > see this problem coming, only enable as many clipplanes as we can fit into the > hardware limit. > > Something similar should be done in GLSL, but GLSL can only support all > clipplanes or none at all.
I don't think we want this for GLSL. ARB is your own responsibility, but personally I think compile errors are much nicer to debug than the kind of graphics glitches missing clipplanes will create.
