[GEM-dev] Re: multitexture unit shader issues
chris clepper
cgclepper at gmail.com
Thu Aug 31 20:51:05 CEST 2006
I committed the pix_texture changes to use multiple texture units. Not sure
if the calls need to have an ifdef around them or not?
cgc
On 8/30/06, chris clepper <cgclepper at gmail.com> wrote:
>
> 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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