hiho
the game LFS[1] uses in its shaders constants with "high" numbers (c10-c17,c90-c95); so in sum no problem. but due to check against the OpenGL implemented maximum (in my case VC[31]) the shaders wont work anymore (array out of bounds).
is this due to recently discussed "max/4 is correct but old nvidia driver reports wrong numers"-problem or is this something new?
would it be possible to map the constants from the shader into the vertex program using a look-up-table so we just need to allocate a VC-array there with the actualy used size and so the check against the maximum of uniforms would make sense again?
[1] http://www.liveforspeed.net/?page=downloads