On 27.11.2006 23:53, H. Verbeet wrote:
Either way, you're not going to be using software vertex shaders together with HW pixel shaders, that's just silly.
Fun fact: a lot of Intel chips (up to the i945 I believe) have fragment program silicon but none for vertex programs - reality can be really silly sometimes.
- Mixing ARB and GLSL backends is pretty silly as well.
Why? I believe you can e.g. perfectly mix GLSL vertex programs together with multitexturing setups.
So imo it just adds complexity to the code without giving much of a benefit.
Not really. As Ivan said, VPs and FPs are separate concepts, and allowing the mixing of types probably leads to a more complete feature set in the end.
-f.r.