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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