[GEM-dev] multitexture unit shader issues
chris clepper
cgclepper at gmail.com
Wed Aug 30 18:08:10 CEST 2006
It looks like the key to getting shaders working with multiple texture units
has to do with the texture target geometry knowing about the proper texture
coordinates. A while ago SetVertex() was modified to set up the first 8
multitexture coordinates. Right now only square uses this call as far as I
can tell. All of the Geos could be changed to use this function or a
different SetTexCoord() one could be made to deal with the
glMultiTexCoord2fARB calls. The code would be pretty ugly if each Geo added
7 more texture calls per vertex otherwise.
Also, I quickly added a 'texunit' message and glActiveTextureARB() call the
pix_texture which allows for the use of multiple texture units in shaders
without pix_multitexture. I don't know if this is duplicate work or goes
against plan, but it seems pretty straightforward when working with shaders.
cgc
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