I think I made a thread about mod side shader overrides, funny how everyone ignored it(not possible for a mod afaik).
Per-object textures for s3o
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Re: Per-object textures for s3o
Re: Per-object textures for s3o
rattle:
not everyone, else I wouldn't have made my suggestion
not everyone, else I wouldn't have made my suggestion
Re: Per-object textures for s3o
Okay. I think having non-glsl shaders should be considered necessary to call this complete and defect-free. On a semi-related note, would it be feasible to convert some of the lups shaders over to asm?
Re: Per-object textures for s3o
Don't see a reason why glsl shaders shouldn't work.
You need a fallback solution no matter what (for intels etc.), so if the driver can't compile the shader it should use that.
and yes you can convert glsl to asm (with nvidia's cg-toolkit), but you can't be sure it works on all gfx, nor is it the best optimized code for all gfx (series8 supports some new cmds etc.).
You need a fallback solution no matter what (for intels etc.), so if the driver can't compile the shader it should use that.
and yes you can convert glsl to asm (with nvidia's cg-toolkit), but you can't be sure it works on all gfx, nor is it the best optimized code for all gfx (series8 supports some new cmds etc.).
Re: Per-object textures for s3o
Well, I have an ATI and an Intel with up-to-date drivers that I have not seen even trying to compile a single lua shader (yes they are enabled). If I'm remembering right, I think spring marks the relevant call as unavailable.
