Hi all, this brings me to a question that has bugging me for some time: Can (vertex) shader programs have a knowledge of time? This would make it possible to move around objects using shaders. I can imagine that it's possible to increment counters (in graphics card memory) across shared calls, but in addition it has to be possible to calibrate these time steps (unsusceptible to varying GPU load).
any ideas? greetings, Thomas Am 18.09.2007 um 16:27 schrieb [EMAIL PROTECTED]: > Hello, > i really don't know if this .vert and .frag (from ozone3D.net) are > good to > do vertex displacement mapping with this patch. > And i don't know if this patch is good with [rubber]. > My card doesn't accept this program (so i can't test), yours maybe. > thx to have a look. > > Jack > <texture.pd> > <my.frag> > <my.vert> > _______________________________________________ > [email protected] mailing list > UNSUBSCRIBE and account-management -> http://lists.puredata.info/ > listinfo/pd-list _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
