I looked into this a while back in some depth, and it looks to
actually be colorspace related. I found that anything with GenericRGB
works fine with a displacement shader, but anything else device
specific or with LinearRGB would crash QC. I've filed a bug for it
under 5829909.
Seeing as I'm working on a project that requires displacement mapping,
I've been thinking about ways around the bug. Am I right in thinking
that with different colorspaces, the base texture data is essentially
the same but the way it's treated differs depending on the colorspace
information? And if so, how would I go about changing the colorspace
back to GenericRGB in a cocoa app without too much of a penalty hit?
Chris
On 24 Apr 2008, at 07:10, vade wrote:
Hi. Ive taken another look at this issue, and have successfully run
this vertex shader (a variant thereof) within a QC plugin I am
developing.
The shader within the plugin works as expected with both video and
image sources, however it does not work within the GLSL patch object
with video sources (from the video input of QT playback patches,
only the image loader patch works as expected).
So something in the GLSL patch object is not happy wrt texturing,
whereas the GLSL shader within a QCPlugin seems to work just fine...
ill make a simple plugin and shader case and file a radar sometime
soon.
On Nov 5, 2007, at 6:14 PM, Pierre-Olivier Latour wrote:
I looked into this composition and it seems indeed that some types
of images do not work correctly when textured from inside a vertex
program, although they work fine inside the fragment program (at
least on my X1600).
This looks like a potential GLSL issue, so I cannot think of any
workaround.
<Vertex_Displace_Test_04-11-07.qtz>
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Pierre-Olivier Latour - [EMAIL PROTECTED]
Technologist - Apple, Inc.
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