On 25.07.2006 14:48, Jason Green wrote:
However, when you use a shader, you don't use those matrices at all, you pass your own vec4 (4 component float vector) constants into the shader program, and you don't just have 4 of them to use as a matrix, you have as many as the hardware allows (typically 96 or 256 with current hardware). So, we don't know which ones the shader will use as it's MV/P matrix, so we can't perform any type of y-flip at that spot because we might mess up the other constants that the shader needs to perform its calculations.
However, you do know the register into which the output position will be written by the VP. Could flipping the Y of the output position at the very end of the VP work?
-f.r.