Super nice ! I didn't know about the "texunit 0" message you can send to pix_texture. Are there other things I should know regarding [pix_texture] before I start over again my texture storage abstractions ?
Regarding texture coordinates, we can not access gl_MultiTexCoord1 due to a bug in [glsl_program] ? That means that it is ok as long as we use simple coordinates like from (0,0) to (1,1) on a rectangle ? That's a starting point. At least we can do overlay blending and so on.
And happy new 2008.
a
2007/12/24, vade doktorp@mac.com:
Hello
Here is a 2 channel mixer using overlay blend mode with GLSL. This works, is decently fast and gives me the expected result.
If you want more blend modes, feel free to grab them from http://001.vade.info (or elsewhere, most are trivial to figure out)- the glsl shaders for the mixers use the same subroutine layout in the glsl, so it is trivial to swap. I did not include them out of sheer laziness.
Caveats with PD 0.4.03 Extended nightly from Dec 24th (Mac OS X 10.5.1, QT 7.3, Intel):
- had to edit the GLSL program to fix multitexture coordinate issue.
Only can use the texture dims from the zeroths texture unit.
- could not get sampler2DRect working at all - only had a single
texel mapped it seemed.
- had weird issue where I would sometimes have to close the gemwin
(0, destroy) and then re create it to see the textures assigned to texture units. this happened most often after closing and re-opening the patch.
Please see the included question(s) within the PD patch concerning using framebuffer to grab the output of the rendered shader and send it to yet another shader. Ive included an exposure shader in an attempt to make a chain of GLSL effects. I however could not get gemframebuffer to output any usable texture after using glslprogram.
Thanks, hope this is helpful to those out there
FUDDLE DUDDLE !@#!@#!@#()*!@#(*@#
:)
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