On 28/11/06, Frank Richter frank.richter@gmail.com wrote:
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.
Yes, but afaik they still expose the "hardware" OpenGL interfaces, which is what we're talking about here.
- 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.
ARB as in ARB_vertex_program or ARB_fragment_program, I'm not sure what multitexturing has to do with it. You can't, for example, properly use ARB_fragment_program together with a GLSL vertex shader. (You might be able to get away with it due to the way GLSL is implemented on a specific implementation, but you're certainly not supposed to).
allowing the mixing of types probably leads to a more complete feature set in the end.
Except that there are no actual meaningful combinations to make.