ok, thats what I thought, so its not only an issue with sampler2DRect. Thanks for clarifying.
On Nov 6, 2007, at 9:39 PM, marius schebella wrote: > 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 _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
