Works now. Yeah! thanks Claude! Am 07.07.2017 um 13:06 schrieb Claude Heiland-Allen <[email protected]>:
> 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 _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> https://lists.puredata.info/listinfo/pd-list
