Come tomorrow, you'll have a list of builds from the build farm...
.hc
On Jul 12, 2007, at 3:35 PM, chris clepper wrote:
Great! Which platform and hardware are you testing on? I should have mentioned that I've only tested on OSX/Nvidia here.
On 7/12/07, cyrille henry cyrille.henry@la-kitchen.fr wrote:
it works here. thanks a lot.
cyrille
chris clepper a écrit :
CVS is updated. Hopefully this won't break anyone's compiles.
The attached files are a test patch and the shaders. I will be
out of town for a few days and not able to work on this again until next week.On 7/12/07, chris clepper cgclepper@gmail.com wrote:
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:
- create gemwin and turn on rendering
- load shader
- send a [mySamplerName $1( message to glsl_program
- load two movies or images
- set one of the pix_texture units to upload to the same
texture unit 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.
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