| Commit message (Collapse) | Author | Age | Files | Lines |
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Some texture instructions were using wrong LOD.
Fixed interpolate_texcoords() so it doesn't do texcoord projective division
when using a fragment program. The TXP instruction does that.
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Correction on last commit (My FTP-server on linux is playing games with
<CR>'s)
Modified Files:
Mesa/src/mesa/drivers/common/descrip.mms
Mesa/src/mesa/main/descrip.mms
Mesa/src/mesa/shader/arbprogparse.c
Mesa/src/mesa/shader/descrip.mms
Mesa/src/mesa/swrast/descrip.mms Mesa/src/mesa/tnl/descrip.mms
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Updated OpenVMS compile support due to shader directory.
Removed <CR>'s in arbprogparse.c
Modified Files:
Mesa/src/mesa/descrip.mms
Mesa/src/mesa/drivers/common/descrip.mms
Mesa/src/mesa/main/descrip.mms
Mesa/src/mesa/shader/arbprogparse.c
Mesa/src/mesa/shader/descrip.mms
Mesa/src/mesa/swrast/descrip.mms Mesa/src/mesa/tnl/descrip.mms
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Be sure to assign program.Base.String pointer.
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Sounds good :)
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for built-in data types.
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Needs testing - it havent been even compiled yet.
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TODO:
- add checking for duplicate symbols (or is it done already?)
- move all the statics (grammar objects list and last error message)
to the GL context state; I think simple pointer initialized in a
first call to ProgramString() is sufficent.
- apply an optimized version of match() - this will be needed for
glslang compiler.
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