I think this is wrong. When using a shader, it is entirely in control of which UV coordinate set is used when sampling a texture. So I don't see how that could be possible at all.void Ogre::TextureUnitState::setTextureCoordSet ( unsigned int set )
Sets the index of the set of texture co-ords this layer uses.
Note:
Default is 0 for all layers. Only change this if you have provided multiple texture co-ords per vertex.
Applies to both fixed-function and programmable pipeline
Possible error in documentation (shaders & texcoord sets)
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Possible error in documentation (shaders & texcoord sets)
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Re: Possible error in documentation (shaders & texcoord sets
Yeah, but what if you have a vertex shader without a pixel shader? Is it programmable pipeline? It sure isn't fixed now. Not that it's a recommended way to do stuff of course
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Re: Possible error in documentation (shaders & texcoord sets
Well that's a point to consider. What about changing it to "Has no effect if a fragment program is used"?
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Re: Possible error in documentation (shaders & texcoord sets
Sounds good to me.
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Re: Possible error in documentation (shaders & texcoord sets
Then AMD gpus may fail to render it (they can't mix shader model 3 shaders with fixed function or lower shader models).Yeah, but what if you have a vertex shader without a pixel shader?
But yeah, changing the docs to mention fragment shaders sounds good.
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Re: Possible error in documentation (shaders & texcoord sets
My experience is that they can. What really causes issues is mixing SM3 vertex shaders with SM2 pixel shaders. But anyway, that's what I meant when saying that it's not a recommended way of doing stuff.Kojack wrote:Then AMD gpus may fail to render it (they can't mix shader model 3 shaders with fixed function or lower shader models).