anyways, i could have there 1 or 1000 of output positions and it would make no difference! its not about the output , it about the input
lol. i just wanted to know how to store more than just one object. lol as, you can see, im not having a output in the second one. so forget about the output, its only about the input and how to loop over it. but thanks for letting me know that i need therefor a geometry shader.
now i know whats varying is
i will use now glsl, seems to be more handsome and better documented.
quite nice to know now:
panda3d.org/manual/index.php/T ⌠c_renderer
thats a quite nice document i found about geometry shaders:
developer.nvidia.com/object/nvid ⌠specs.html
opengl.org/registry/specs/NV ⌠ogram4.txt
hmmm
A vertex shader may define one or more varying variables (see the OpenGL
Shading Language specification). Varying variables are outputs of a vertex
shader. They are either used as the mechanism to communicate values to a
geometry shader, if one is active, or to communicate values to the
fragment shader. The OpenGL Shading Language specification also defines a
set of built-in varying variables that vertex shaders can write to (see
section 7.6 of the OpenGL Shading Language Specification). These variables
can also be used to communicate values to a geometry shader, if one is
active, or to communicate values to the fragment shader and to the fixed-
function processing that occurs after vertex shading.
If a geometry shader is not active, the values of all varying variables,
including built-in variables, are expected to be interpolated across the
primitive being rendered, unless flat shaded. The number of interpolators
available for processing varying variables is given by the
implementation-dependent constant MAX_VARYING_COMPONENTS_EXT. This value
represents the number of individual components that can be interpolated;
varying variables declared as vectors, matrices, and arrays will all
consume multiple interpolators. When a program is linked, all components
of any varying variable written by a vertex shader, or read by a fragment
shader, will count against this limit. The transformed vertex position
(gl_Position) does not count against this limit. A program whose vertex
and/or fragment shaders access more than MAX_VARYING_COMPONENTS_EXT
components worth of varying variables may fail to link, unless
device-dependent optimizations are able to make the program fit within
available hardware resources.