I'm back. Been too busy to work in this for a while.
And I'll be looking at it again later tonight.
In the mean-time, its a bit off-topic, but can someone
help me out with a basic shader question...
Look at the following vertex shader. It contains some
INVALID shader code regarding max_x, min_x, max_y and min_y.
Is there a way to do this style of 'changing' values of 'global'
variables? Just within ONE pass of this shader.
float min_x=0, max_x=0, min_y=0, max_y=0;
void VS( in float4 InPos, ... )
{
if(InPos.x<min_x) min_x=InPos.x;
if(InPos.x>max_x) max_x=InPos.x;
if(InPos.z<min_y) min_y=InPos.z;
if(InPos.z>max_y) max_y=InPos.z;
....
Im trying to capture the maximum 'width' and 'length' values in object-space.
The vertex-shader wont be 'using' this data, but I want the pixel-shader to be able to.
So a second question, and an important one... Does the vertex shader process
ALL of the vertices of the object BEFORE the pixel-shader even gets started?