if that is the issue, then it should (?) work for sampler2D and
texture2D, but I thought we had tested that the other night at the
Patching Circle and found it to not work?
ill write a simple shader shortly using square textures as inputs and
we can test the theory out.
On Nov 6, 2007, at 9:13 PM, marius schebella wrote:
yes, I was referring to cyrille's mail http://lists.puredata.info/pipermail/pd-list/2007-07/052026.html but that is already included in the current version. also, this mail seems to be related to the problem http://lists.puredata.info/pipermail/gem-dev/2007-08/002873.html marius.
vade wrote:
Hi.
I was working a bit with Marius on porting the shaders, and would
love to figure out the issues with multitexturing with GLSL programs. If a developer (chris?) would be kind enough to point me in the right direction...Marius mentioned an email a while ago pointing out a typo in a GEM c file. Reports indicated that fixing this typo resolved multitexturing issues. Marius checked the latest GEM builds included with Extended (0.4.xxx), which do include the fix for the typo (i rather than 1), however neither of us seem to be making any leeway wrt
multitexturing.Id love any pointers.
Thanks,
On Nov 4, 2007, at 7:38 PM, marius schebella wrote:
hey, I was working on shaders recently and put some stuff online http://www.parasitaere-kapazitaeten.net/Pd/4shaders shader #3 is the most advanced, uses a normal map texture. but I am still running into problems when using multiple shaders.
the problem (again) is, that gl_MultiTexCoords1 does not get the correct values passed from GEM. so the 4th shader should use two images of different sizes, but I
only got it working very rudimentary. If anyone can help me with this, it would solve a very big problem! (chris?) Thanks to vade so far for his support! marius.
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