BTW: Some people noted that one advantage of using GLSL shaders over Cg
shaders is having access to GL state inside the GLSL shaders. The
reduction of state one has access to perhaps negates this advantage of
using GLSL?
So I pack some stuff into a BO and bind it to a uniform. My GLSL version
is only 1.30, so I cannot use named interface blocks. I was thinking to do:
uniform struct
{
mat4 mv_matrix;
mat4 proj_matrix;
} trans_matrices;
Maybe you follow some other idiom in your work?
It's not a big deal to just use mvp:
vec4 v = mvp * vertex_in;
.. and compute it yourself, need only a few matrix manipulation
functions, simple enough. Since we don't have separate mv and p, we
can't do lighting in view coordinates, but that's not really a problem
either.. it's less fuss to do it in model coordinates anyway. So less
stuff to compute.. simpler setup.. win-win. =)