cyrille<br><br>I got multiple texture sources working with ARB_fragment shaders here. The problem is that we need to do some more work on the GEM code to make it useful for everyone. <br><br>cgc<br><br>On 8/29/06, <b class="gmail_sendername">
cyrille henry</b> <<a href="mailto:cyrille.henry@la-kitchen.fr">cyrille.henry@la-kitchen.fr</a>> wrote:<div><span class="gmail_quote"></span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<br>hello Chris,<br><br>chris clepper a écrit :<br>><br>> On 8/29/06, *cyrille henry* <<a href="mailto:cyrille.henry@la-kitchen.fr">cyrille.henry@la-kitchen.fr</a><br>> <mailto:<a href="mailto:cyrille.henry@la-kitchen.fr">
cyrille.henry@la-kitchen.fr</a>>> wrote:<br>><br>><br>> void main()<br>> {<br>> gl_TexCoord[0] = gl_MultiTexCoord0;<br>><br>> gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
<br>><br>> }<br>><br>><br>> Try adding this:<br>><br>> gl_TexCoord[1] = gl_MultiTexCoord1;<br><br>yes, i forget this.<br>but that's not the only problem, my square is still black.<br><br><br>>
<br>> Also, you might want to check out the GL 'OrangeBook' which covers<br>> GLSL. The imaging section is truly awful though - don't use any of<br>> those shaders - but it does go over the general spec. It mentions
<br>> MultiTexCoords on two pages out of nearly 600.<br><br>i ordered the orange book. waiting for it.<br><br>><br>> There might be some better shader examples from ATI, Apple or a game<br>> tutorial site.<br>
><br><br>i also have problem with gem, as there is no help for gemframebuffer or<br>pix_multitexture.<br><br>thanks for your help<br><br>Cyrille<br><br><br>> cgc<br>><br>><br>><br>> ------------------------------------------------------------------------
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