cyrille

I got multiple texture sources working with ARB_fragment shaders here.  The problem is that we need to do some more work on the GEM code to make it useful for everyone. 

cgc

On 8/29/06, cyrille henry <cyrille.henry@la-kitchen.fr> wrote:

hello Chris,

chris clepper a écrit :
>
> On 8/29/06, *cyrille henry* <cyrille.henry@la-kitchen.fr
> <mailto: cyrille.henry@la-kitchen.fr>> wrote:
>
>
>     void main()
>     {
>             gl_TexCoord[0] = gl_MultiTexCoord0;
>
>             gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
>
>     }
>
>
> Try adding this:
>
>  gl_TexCoord[1] = gl_MultiTexCoord1;

yes, i forget this.
but that's not the only problem, my square is still black.


>
> Also, you might want to check out the GL 'OrangeBook' which covers
> GLSL.  The imaging section is truly awful though - don't use any of
> those shaders - but it does go over the general spec.   It mentions
> MultiTexCoords  on two pages out of  nearly 600.

i ordered the orange book. waiting for it.

>
> There might be some better shader examples from ATI, Apple or a game
> tutorial site.
>

i also have problem with gem, as there is no help for gemframebuffer or
pix_multitexture.

thanks for your help

Cyrille


> cgc
>
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> GEM-dev mailing list
> GEM-dev@iem.at
> http://lists.puredata.info/listinfo/gem-dev