Art Tevs wrote:
- analyze your algorithm and maybe start to use 32bit integers (very common in µC programming), because they can represent any value between -2^16 to 2^16, so you have at least 9 numbers for your precision): I agree that using integers instead of floats in a GLSL shader is somehow a big misuse and might not work, but why not ;
The more recent GLSL versions shouldn't have problems with integers. Just use ivec4 instead of vec4. For textures, just use INT_SAMPLER_xD or UNSIGNED_INT_SAMPLER_xD in osg::Unform.
--"J" _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

