hello cyrille, I did not know that this was possible at all. I always thought there are only 4 vertices involved in the primitive and now I see that it is possible to do displacement on pixel basis. I tested the patch and on my system (osx, ATY,RadeonX1600) I can use A 0, C 0, K 1 (B 1 or 0 does not make a difference) A 1, C 1, K 1 (B - no difference) and also your combinations with 256, 0.00390625. so for me it works just fine. the differences may be related to different hardware/os. I also don't need the line #extension GL_ARB_texture_rectangle : enable what do you mean with "using texture in vertex shader would be great..." do you think this should work without gemframebuffer? marius.
cyrille henry wrote:
hello,
i investigate a bit more the vertex displacement problem. so i've got a 8 bit texture that is rendered in a FLOAT framebuffer, in order to convert it to 32 bit. then, the frambuffer texture is used in a shader to distord a primitive
i have to strangely mix mode 0 and mode 1 in the patch to make it work, and this is very ineficient (just like in 8bit mode).
framebuffer and fragment shader usually work in mode 0 and 1 on my computer.
see patch for more.
thanks to have a look. using texture in vertex shader would be great...
thanks Cyrille
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