22 Jul
2008
22 Jul
'08
5:16 p.m.
The bigger question is why there is a huge if-else statement, and why this function is so large. Huge if-else statement = 2 sub-functions
Shader dirty constants - do shader internals really belong here ? Well, in ARB shader constants are a context global state, opposed to GLSL where they are a per-shader property. Thus the constant tracking for ARB is moved to the context rather than in the shader. It could maybe be made a shader backend callback, currently it is controlled by a flag in the shader backend