Hmm, strange i had only warning but no error. I change 0 to 0.0 (to use float instead int in 'if ((color.g - colorToDiscard.g) <= 0.0)') and now i have no warning (i join the new .frag) : all works fine here. I think, the problem could come from the GPU (and so the version of GLSL supported ? I am not an expert in GLSL, so i can't answer correctly to this question :). Here i have a NVidia 9700M GTS (with the NVidia driver 180.44). ++
Jack
Le jeudi 17 septembre 2009 à 12:43 +0200, Max a écrit :
it works now. the GLSL in OS X is very picky about all floats beeing
defined with a decimal dot.
(here i use a NVIDIA GeForce 9400M w/ os x)
to make these patches really useful you have to use a camera with
manual focus and manual exposure. auto-* will wreck the results.
in order to optimize the output an edge detection could be an
instesting addition.
do you mind if i add your version to the collection?
m.
Am 17.09.2009 um 13:16 schrieb Jack:
Le jeudi 17 septembre 2009 à 13:37 +0200, Max a écrit :
it works now. the GLSL in OS X is very picky about all floats beeing
defined with a decimal dot.
Super !
Yep.
in order to optimize the output an edge detection could be an
instesting addition.
It's another challenge, more complex.
do you mind if i add your version to the collection?
Absolutely not ;) ++
Jack