OK, what else can it be?

I tried the new nvidia drivers and another graphics card. Both gave the same unchanged results. I'm using multitextures. Can it be, that I'm accessing another textures, and not that one, I want to access? But I'm not changing anything in my application, I only change the data of the image.
But the failure is still there!

And by the ways, I'm searching for another solution. How can I use 64bit floating point textures. I want to create them, access them in the shader and render the result to a render target. I know, that I cannot use the framebuffer, but what can I use instead? I wonder, if I can use the OpenSG Image Objects for creating 64bit textures?

bye
Oliver

Dirk Reiners schrieb:

        Hi Oliver,

On Thu, 2005-08-18 at 19:27 +0200, Oliver Kutter wrote:
Hello World  ;-) ,

I have a problem with accessing textures in my fragment shader program. I want to access the texture, but not at the fragment's current position. Normally, the program looks up the texture at the specified fragment texture coordinates stored in gl_TexCoords[0]. But I want to get texture values from other coordinates.

Example:

Normal you do:

vec4 myFragColor = texture2D (myTexture, vec2 (gl_TexCoords[0]));
gl_FragColor = myFragColor;

But I want to do:

float texSize = 256.0;
float x = xpos / texSize;
float y = ypos / texSize;
vec4 myFragColor = texture2D (myTexture, vec2 (x, y));
gl_FragColor = myFragColor;

Now my Problem:
When I choose xpos and ypos as fixed values (e.g. xpos = 50.0, ypos = 100.0), I have no problem. I get exactly the color at the specified coordinates (50,100) in the texture. But when I choose xpos and ypos to be variable (what I want to achieve), I get everytime, when I start my application, different color values. The funny thing is, that I have everytime the same (correct) texture coordinates. Sometimes I get the correct color values, but mostly I get the wrong values.
I tested it with the following code (I can take x and y as color values):

gl_FragColor = vec4 (myFragColor.x, x, y, 1.0);



Has anyone an idea?

That sounds reasonable and simple. Have you tried running it on a
different graphics card/driver combo? GLSL is still not as stable as it
should be, even though your example is simple enough that I wouldn't
expect it to be a problem.

Yours

        Dirk




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