Skinned shaders were exceeding maximum amount of vertex uniforms on amd hardware.
-Changed the transform matrix uniform to a 3x4 matrix and packed translation into it to free up uniforms. (3x3 is converted to 3x4 internally, so we were needlessly eating 3*52 extra uniform slots. translationPalette might also have been treated as a vec4 internally too, wasting 52 more slots.) -matrix3x4 requires opengl2.1 and newer, so added a new featuretable mask. -Also added a featuretable mask to disable hardware skinning and deferred shading on hardware with less than 1024 vertex uniforms. NOTE: On old old old amd hardware, evidently a 3x4 matrix might be upgraded to 4x4. I'm unsure, but I doubt such hardware has 1024+ uniform components available to begin with. 4x3 supposedly doesn't do this, but opengl is column-major, so this makes little sense.
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@@ -296,6 +296,11 @@ RenderObjectBump 0 0
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list OpenGLPre15
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RenderVBOEnable 1 0
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list OpenGLPre21
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RenderAvatarVP 0 0
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RenderAvatarCloth 0 0
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RenderDeferred 0 0
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list TexUnit8orLess
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RenderDeferredSSAO 0 0
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@@ -521,3 +526,7 @@ Disregard128DefaultDrawDistance 1 0
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list NVIDIA_GeForce_Go_7400
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Disregard128DefaultDrawDistance 1 0
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list VertexUniformsLT1024
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RenderAvatarVP 0 0
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RenderAvatarCloth 0 0
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RenderDeferred 0 0
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