Great! Which platform and hardware are you testing on? I should have mentioned that I've only tested on OSX/Nvidia here.
On 7/12/07, cyrille henry <[EMAIL PROTECTED]> wrote: > it works here. > thanks a lot. > > cyrille > > chris clepper a écrit : > > CVS is updated. Hopefully this won't break anyone's compiles. > > > > The attached files are a test patch and the shaders. I will be out of > > town for a few days and not able to work on this again until next > > week. > > > > On 7/12/07, chris clepper <[EMAIL PROTECTED]> wrote: > >> I have multitexturing working with GLSL. While I upload the changes > >> to CVS I can explain how it works. > >> > >> GLSL shaders cannot directly talk to hardware like ARB ones can. The > >> application side code has to tell the shader which hardware texture > >> unit to use. Obviously when I compile GEM there is no way in hell to > >> know what the shader variables are going to be named, so another > >> method to tell the shader which unit to use needs to be in place. > >> > >> One solution is to hardcode the names of the sampler variables, but > >> that is kind of a hack. The one I put in place uses a message to the > >> glsl_program object with the name of the sampler and the texture unit > >> to use. > >> > >> How to use: > >> > >> 1) create gemwin and turn on rendering > >> 2) load shader > >> 3) send a [mySamplerName $1( message to glsl_program > >> 4) load two movies or images > >> 5) set one of the pix_texture units to upload to the same texture unit > >> you told the shader to use with a [texunit $1( message > >> > >> This change should be in CVS soon. I will post an example patch in a > >> bit. > > > >> > _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
