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



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