Hi all, this seems really odd.
I deleted the clear patch and got the same as Chris - seemed to work -
but there was a triangular artefact diagonally across the image.
Change the subdivision value and it goes crazy.
So I threw clear patches in and experimented with the settings (clear
depth /color)
What I found is: if you add a clear patch inside the GLSL Shader patch
and add a clear patch _SET AT RENDER LEVEL 2_ at the root of the
render in image patch with the GLSL shader at level 1 - with the clear
patches settings de-selected (i.e. do not clear depth or color
buffers) the patch works, effectively as intended.
Regards, Ian
*******************************
Ian Grant
Senior Lecturer in Digital Art
Faculty of the Arts
Thames Valley University
Ealing, UK
W5 5DX
<[EMAIL PROTECTED]>
*******************************
On 13 Aug 2008, at 16:45, Christopher Wright wrote:
I've attached the problematic composition. Basically when I run
this fullscreen and without the Render in Image it is
excruciatingly slow, so I would like to render it at say 128x128
and then stretch that onto the screen but the results are buggy.
Changing the subdivision (affects the render size) changes the way
it glitches. Also if I remove the Clear patch from the Render in
Image, I don't get the crazy black triangles, but it flickers like
mad. I"ve played with the render in image settings but couldn't fix
it. Is it a bug or do I need to change my GLSL code somehow? (works
under normal conditions)
For me (Nov 2006 MB, IntelGMA950) disabling the clear patch makes it
perfectly fine. So I'm guessing this is a bug. Also, tweaking the
source seems to make it flip out and do weird stuff for me.
scaleX and scaleY might want to go in the vertex shader though, and
pos should be a varying -- might make is a bit snappier, or maybe
that's completely wrong (I didn't look too closely at the glsl code,
I'm afraid)
--
[ christopher wright ]
[EMAIL PROTECTED]
http://kineme.net/
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