chris clepper a écrit :
On 9/14/06, *cyrille henry* <cyrille.henry@la-kitchen.fr mailto:cyrille.henry@la-kitchen.fr> wrote:
hello chris, thanks for your sugestion chris clepper a écrit : > I haven't used the noise function becuase it does not run in hardware on > ATI or Nvidia (only 3DLabs). i did not know that. what did you use then? a jpg texture?
Yes, a texture is what is normally used. In GEM you can use sig2pix to generate random values. The GLSL noise is not random but a Perlin noise generator.
ok, so i'm back with multi texture problem.
>You might have to use temporary variables > or explicitly cast like: > > vx += (float) (0.1 * noise1()) i tried this, but it does not change anything. the error : "<stdlib>(3998)" does not look like the error i've
got when
i do this kind of mistake.
The first error doesn't make sense because GLSL does not support integers of any type according to the orange book.
yes. thas why i though the problem did not cam from the shader. is it possible the problem come from my graphyc card, or my OS or graphic driver?
(nvidia Quadro FX 1400 : it's a good card, but not optimized for video game)
Can you post the fragment portion of the shader so I can test the whole thing?
there is nothing in the frag shader.
void main() { gl_FragColor = gl_Color; }
thanks cyrille