I have multitexturing working with GLSL. While I upload the changes to CVS I can explain how it works.
GLSL shaders cannot directly talk to hardware like ARB ones can. The application side code has to tell the shader which hardware texture unit to use. Obviously when I compile GEM there is no way in hell to know what the shader variables are going to be named, so another method to tell the shader which unit to use needs to be in place.
One solution is to hardcode the names of the sampler variables, but that is kind of a hack. The one I put in place uses a message to the glsl_program object with the name of the sampler and the texture unit to use.
How to use:
you told the shader to use with a [texunit $1( message
This change should be in CVS soon. I will post an example patch in a bit.
On 7/12/07, cyrille henry cyrille.henry@la-kitchen.fr wrote:
I have figured out what the GLSL multitexture problem is and have it working here. If I have a few hours today I can work on making it usable, but it will probably be next week before it is done.
wow, nice thanks a lot.