I would be curious to know what Josh/c74 have to say.  This is probably a very minor issue that requires a little research and testing to fix.

On 7/6/07, vade <doktorp@mac.com> wrote:
Chris, thanks very much for looking into this. Im very curious why the GLSL shaders work in Jitter, and even more so why they do not work in Apples shader builder. Thats very interesting... as the code im using is pretty straightforward (although I agree slightly ackward in specifics)

If it would be in any way helpful, would you want me to ask specific questions to the Jitter devs regarding their implementation and any work arounds ? Id be more than happy to act as an interface, im sure they would be happy to help if they can. Apologies if that is an awkward request, im just trying to expedite a solution.

Thanks again for taking the time to check this out.

On Jul 5, 2007, at 10:11 PM, chris clepper wrote:

I managed to take a look at GLSL and multi-texturing for a few minutes.  Here's what I found:

1) ARB_fragment works exactly as expected with multiple texture units in GEM
2) GLSL does not work with the same GL setup commands in GEM
3) Apple's ShaderBuilder does not work with Anton's shader nor any example shaders I tried with multiple textures
4) Shader builder works exactly as expected using ARB_fragment

This is with a G5 and Nvidia GPU.  I won't get back to this until Monday, but I suspect that some setup calls need to be updated or changed to match what the drivers want in order to access multiple textures.

For what it's worth, I only use ARB_fragment shaders in my own work.   They seem to work better and more efficiently.  I can post some shaders next week if anyone is interested.

On 7/5/07, vade <doktorp@mac.com> wrote:
sorry. let me clarify. long work day does not make me clear.

switching texunit switches the textures. however, mixing only occurs between unit 0 and unit 0. Not between unit 0 and 1.

this is with Cyrille's patch.

Thanks.


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