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>




________________________________
Pierre-Olivier Latour - [EMAIL PROTECTED]
Technologist - Apple, Inc.




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