Alexandre Quessy a écrit : > Super nice ! > I didn't know about the "texunit 0" message you can send to > pix_texture. Are there other things I should know regarding > [pix_texture] before I start over again my texture storage > abstractions ? > > Regarding texture coordinates, we can not access gl_MultiTexCoord1 due > to a bug in [glsl_program] ? That means that it is ok as long as we > use simple coordinates like from (0,0) to (1,1) on a rectangle ? no. that mean it's ok if all your texture have the same size. if not, you'll have to make correction. i.e : coord_for_texture_1.x= K.x * tex_Coord_0.x coord_for_texture_1.y= K.y * tex_Coord_0.y you'll nead to find K.x and K.y
using coordinate mode 0 : texture coordinate goes from (0,0) to (size.x,size.y), so it's easier to get the size of the texture (with pix_info), send it to the shader to make the correction. cyrille > That's a starting point. At least we can do overlay blending and so > on. > > And happy new 2008. > > a > > > > 2007/12/24, vade <[EMAIL PROTECTED]>: >> Hello >> >> Here is a 2 channel mixer using overlay blend mode with GLSL. This >> works, is decently fast and gives me the expected result. >> >> If you want more blend modes, feel free to grab them from >> http://001.vade.info >> (or elsewhere, most are trivial to figure out)- the glsl shaders for >> the mixers use the same subroutine layout in the glsl, so it is >> trivial to swap. I did not include them out of sheer laziness. >> >> Caveats with PD 0.4.03 Extended nightly from Dec 24th (Mac OS X >> 10.5.1, QT 7.3, Intel): >> >> - had to edit the GLSL program to fix multitexture coordinate issue. >> Only can use the texture dims from the zeroths texture unit. >> - could not get sampler2DRect working at all - only had a single >> texel mapped it seemed. >> - had weird issue where I would sometimes have to close the gemwin >> (0, destroy) and then re create it to see the textures assigned to >> texture units. >> this happened most often after closing and re-opening the patch. >> >> Please see the included question(s) within the PD patch concerning >> using framebuffer to grab the output of the rendered shader and send >> it to yet another shader. Ive included an exposure shader in an >> attempt to make a chain of GLSL effects. I however could not get >> gemframebuffer to output any usable texture after using glslprogram. >> >> Thanks, hope this is helpful to those out there >> >> FUDDLE DUDDLE [EMAIL PROTECTED]@[EMAIL PROTECTED]()[EMAIL PROTECTED]([EMAIL >> PROTECTED] >> >> :) >> >> >> >> >> _______________________________________________ >> [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
