Hi,

I guess if I had a deep understanding of openGL I could find the answer, but I am obviously looking for a shortcut (at the moment) to solve the specific problem I'm facing which should be pretty simple.

In the attached patch I try to use a trivial shader to texture a rectangle with an image; the uniform variable "curtex" tells the shader which texture to use.

It works fine if all images have the same size; however, if the textures have different sizes, no matter the value of "curtex", the texture coords that are computed are correct for the image loaded by the [pix_image] that immediately follows the [glsl_program], but are not correct for other images.

So the question is: how should I change the vertex and/or fragment shader code (or the patch maybe) so that the texture coordinates are computed according to the dimensions of the texture that is actually sampled?

It is important to NOT assume that the textures come from [pix_image] objects, or at least, that they are loaded from image files: actually, in real life, textures may be the video input generated by a [pix_film] or an image captured by a [pix_snap].


Thanks a lot in advance

--
Matteo Sisti Sette
matteosistise...@gmail.com
http://www.matteosistisette.com
// porcodio

#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect curtex;

void main (void)
{
 vec2 xy=gl_TexCoord[0].st;

 vec4 frontcolor = texture2DRect(curtex, xy);
 
 gl_FragColor = frontcolor;
 
}
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