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]>
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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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