[GEM-dev] glsl and texture
chris clepper
cgclepper at gmail.com
Wed Aug 30 18:26:20 CEST 2006
cyrille
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.
cgc
On 8/29/06, cyrille henry <cyrille.henry at la-kitchen.fr> wrote:
>
>
> hello Chris,
>
> chris clepper a écrit :
> >
> > On 8/29/06, *cyrille henry* <cyrille.henry at la-kitchen.fr
> > <mailto:cyrille.henry at la-kitchen.fr>> wrote:
> >
> >
> > void main()
> > {
> > gl_TexCoord[0] = gl_MultiTexCoord0;
> >
> > gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
> >
> > }
> >
> >
> > Try adding this:
> >
> > gl_TexCoord[1] = gl_MultiTexCoord1;
>
> yes, i forget this.
> but that's not the only problem, my square is still black.
>
>
> >
> > Also, you might want to check out the GL 'OrangeBook' which covers
> > GLSL. The imaging section is truly awful though - don't use any of
> > those shaders - but it does go over the general spec. It mentions
> > MultiTexCoords on two pages out of nearly 600.
>
> i ordered the orange book. waiting for it.
>
> >
> > There might be some better shader examples from ATI, Apple or a game
> > tutorial site.
> >
>
> i also have problem with gem, as there is no help for gemframebuffer or
> pix_multitexture.
>
> thanks for your help
>
> Cyrille
>
>
> > cgc
> >
> >
> >
> > ------------------------------------------------------------------------
> >
> > _______________________________________________
> > GEM-dev mailing list
> > GEM-dev at iem.at
> > http://lists.puredata.info/listinfo/gem-dev
>
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