On 07/07/17 12:00, hi via Pd-list wrote: [...] > step_w = 1.0 / 640.0; > step_h = 1.0 / 480.0; [...] > tmp = texture2DRect(sourceTexture, vec2 ( pos.s + > float(i)*step_w, pos.t + float(j)*step_h ) ).rgb;
texture2DRect() expects integer-per-texel coordinates in the range [0..size), so your step_w and step_h should be 1.0 to get neighbouring texels. See Matias Valdenegro's comment here: https://stackoverflow.com/questions/6736531/where-can-i-find-documentation-on-the-opengl-shader-function-texture2drect#6737327 Claude -- https://mathr.co.uk _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> https://lists.puredata.info/listinfo/pd-list
