You may want to check out
http://www.opengl.org/wiki/GLSL_Uniform#Implementation_limits . You can
check the uniform limits of your video card with
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, yourReturnVar)

On Fri, Feb 11, 2011 at 4:31 PM, amdlintuxo <[email protected]> wrote:

> THE PROBLEM IS SOLVED by decreasing array elements at stage of
> declaration in shader from 100 down to 20.
>
>
> > On Feb 12, 1:09 am, Devon Scott-Tunkin <[email protected]>
> wrote:
> > Thehttp://bpaste.net/show/13617/is not the same because the glsl
> compiler
> > will usually compile out (make inactive) all of your uniforms since you
> > aren't referencing them in the shader. I often find this very annoying
> for
> > testing.
> All time forgot this, thanks for clarification.
>
> > I've often had problems with arrays in glsl, and never got them to
> > work correctly in os x. You could try using a 1D texture lookup if the
> > arrays are the problem.
> Unfortunately i don't know how to implement my desires other way, so
> for now i will go with arrays, but keep you advice in my mind.
> Thanks.
>
>
> > I don't really understand what you are trying to do in your pixel shader,
> > you could get rid of all of the else's and just put gl_FragColor at the
> end
> > of main and it would have the same effect. Your loop just changes the
> final
> > uv, so in effect you don't even need a for loop because your code will
> > always just make the end color by using imax-1. Everything else gets
> > overwritten.
> I am not strong in programming. First my task was is to get it working
> fine, the next stage will optimize code and make it looks better.
> The reason i have chose this way - i am not sure if i will stuck in
> future and have to change the whole render method(shader) or not. It
> happens several times.
> Thanks for advices, as now it works as i would expected i will make
> shader looks better following you comments and post it here.
>

Reply via email to