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
>
>
>
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