If you are not setting up your uniforms correctly, you could be
accessing the wrong texture.  I have seen this happen many times. 
Make sure the sampler names in your setUniformParameter calls are
spelled exactly like the samplers in your shaders.
-- 
Terry Welsh - mogumbo 'at' gmail.com
www.reallyslick.com  |  www.infiscape.com  |  www.vrsource.org

On 8/19/05, Oliver Kutter <[EMAIL PROTECTED]> wrote:
> 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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> 
> 
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