Hi,
I want to use 2 rectangle textures created with cogl_texture_new_from_foreign
and target GL_TEXTURE_RECTANGLE_ARB in an GLSL fragment shader.
The problem is that if I put the 2nd texture into the texture actors material
as layer 1,
I get the following error message:
g_warning ("Skipping layers 1..n of your material since "
"the first layer doesn't support hardware "
"repeat (e.g. because of waste or use of "
"GL_TEXTURE_RECTANGLE_ARB) and you supplied "
"texture coordinates outside the range [0,1]."
"Falling back to software repeat assuming "
"layer 0 is the most important one keep");
So layer 1 is redirected to layer 0.
As ar as I understand from the cogl source code the support for
GL_TEXTURE_RECTANGLE_ARB textures in materials is on the TODO list,
and that's why the fall back to texture 0 is done for now.
But in my case, I don't want to use the clutter_texture's standard drawing.
Just want to access the 2nd textures data for reading in the shader.
Does anybody have a hint for me how to workaround that for the moment?
Thx Roland