chris clepper a écrit : > Great! Which platform and hardware are you testing on? I should have > mentioned that I've only tested on OSX/Nvidia here. as usual, i test only on ubuntu linux (feisty) + nvidia
cyrille > > 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
