To me it seems at least like a compiler failure... and maybe a hardware
limitation as well...
The fragment specification says something about "maximum" value retrieval...
but using some opengl api call...
However in reality those constants have different names in opengl headers...
so this a question of finding and using the correct constants and api call
to try and find limitations like...
"max temporaries" and things like that.
So for now I could assume a compiler failure and hope for the best... and I
could try and give fragments/arb/assemblies... so coding directly in gpu asm
to circumvent the cgc compiler which would be kinda cool/interesting to do
anyway to see how the instruction set more or less works...
Since I can now also load assembly binaries into my "gpu" engine
However first things first... it might be better to first try and find these
constants for limitation information retrieval... then maybe later try asm
anyway to see how far it can go...
Bye,
Skybuck.