well, as soon as you try to use gl_MultiTexCoord1, it does not work anymore. I think using gl_MultiTexCoord0 sometimes works, even with images of different sizes, but for example the lumaglyph does not work without gl_MultiTexCoord1. I don't know how the information can be passed from gemstate. marius.
vade wrote: > if that is the issue, then it should (?) work for sampler2D and > texture2D, but I thought we had tested that the other night at the > Patching Circle and found it to not work? > > ill write a simple shader shortly using square textures as inputs and we > can test the theory out. > > > On Nov 6, 2007, at 9:13 PM, marius schebella wrote: > >> yes, I was referring to cyrille's mail >> http://lists.puredata.info/pipermail/pd-list/2007-07/052026.html >> but that is already included in the current version. >> also, this mail seems to be related to the problem >> http://lists.puredata.info/pipermail/gem-dev/2007-08/002873.html >> marius. >> >> vade wrote: >>> Hi. >>> >>> I was working a bit with Marius on porting the shaders, and would love >>> to figure out the issues with multitexturing with GLSL programs. If a >>> developer (chris?) would be kind enough to point me in the right >>> direction... >>> >>> Marius mentioned an email a while ago pointing out a typo in a GEM c >>> file. Reports indicated that fixing this typo resolved multitexturing >>> issues. Marius checked the latest GEM builds included with Extended >>> (0.4.xxx), which do include the fix for the typo (i rather than 1), >>> however neither of us seem to be making any leeway wrt multitexturing. >>> >>> Id love any pointers. >>> >>> Thanks, >>> >>> On Nov 4, 2007, at 7:38 PM, marius schebella wrote: >>> >>>> hey, >>>> I was working on shaders recently and put some stuff online >>>> http://www.parasitaere-kapazitaeten.net/Pd/4shaders >>>> shader #3 is the most advanced, uses a normal map texture. >>>> but I am still running into problems when using multiple shaders. the >>>> problem (again) is, that gl_MultiTexCoords1 does not get the correct >>>> values passed from GEM. >>>> so the 4th shader should use two images of different sizes, but I only >>>> got it working very rudimentary. If anyone can help me with this, it >>>> would solve a very big problem! (chris?) >>>> Thanks to vade so far for his support! >>>> marius. >>>> >>>> _______________________________________________ >>>> [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 > > _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
