Am Sonntag, 16. März 2008 17:35:25 schrieb Ivan Gyurdiev:
To me this suggests that there should be two separate shader backends, selected differently for "fixed pipeline replacement" purposes and for shaders. I don't like the argument that this is only an intermediate step - if no one writes the glsl/arb replacement code, it becomes permanent.
How would that work with e.g. GLSL, where vertex and fragment shaders are linked? How would you use a D3D vertex shader together with a ffp replacement fragment shader?
One of the aims of my patches is providing the infrastructure where summer of code applicants could kick in. So I think chances that we get an ARB or GLSL replacement soon are pretty good.