well, yes it works, but as I already posted before the fragment shader has vec4 color = texture2DRect(MyTex, texcoord1); vec4 color2 = texture2DRect(MyTex1, texcoord1); which means only texcoord1 are used. all other shaders for more than one texture would use vec4 color = texture2DRect(MyTex, texcoord1); vec4 color2 = texture2DRect(MyTex1, texcoord*2*); and that is not working. I finally found your mail from summer, where you suggested how to get dimensions into glsl_program, but I don't see how to do that. http://lists.puredata.info/pipermail/gem-dev/2007-08/002873.html marius.
chris clepper wrote:
I posted an example patch and shaders on July 12 of this year. Can you test that one?
On 10/1/07, marius schebella marius.schebella@gmail.com wrote:
hi chris, thanxs for your answer. the texture is read, but I think the correct size is not (gl_MultiTexCoord1). if I try to mix the two textures, then it looks like the second texture is only 1*1 pix. maybe I am wrong. I read that I have to pass that value manually. it works fine, when I use only gl_MultiTexCoord0 for both textures. marius.