hello,

i will, but i don't have time yet.

can you try this exemple and tell me if both texturing mode work?


cyrille

vade a écrit :
can you change the shader and patch I posted to use rectangular textures? I tried and only had a single texel mapped.

Maybe its an OS X thing?

On Jan 2, 2008, at 12:18 PM, cyrille henry wrote:

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.


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Attachment: 01_simple_texture.pd
Description: application/extension-pd

// Cyrille Henry 2007

//#extension GL_ARB_texture_rectangle : enable
//uniform sampler2DRect MyTex;
uniform sampler2D MyTex;

void main (void)
{
// vec4 color = texture2DRect(MyTex, gl_TexCoord[0].st);
 vec4 color = texture2D(MyTex, gl_TexCoord[0].st);
 color = color* 0.5;
 gl_FragColor = color;
}
// Cyrille Henry 2007

void main()
{
    gl_TexCoord[0] = gl_MultiTexCoord0;
       gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

}
// Cyrille Henry 2007

#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect MyTex;
//uniform sampler2D MyTex;

void main (void)
{
vec4 color = texture2DRect(MyTex, gl_TexCoord[0].st);
// vec4 color = texture2D(MyTex, gl_TexCoord[0].st);
 color = color* 0.5;
 gl_FragColor = color;
}
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