[PD] GEM: multitexturing in GEM

chris clepper cgclepper at gmail.com
Thu Jul 12 21:35:25 CEST 2007


Great!  Which platform and hardware are you testing on?  I should have
mentioned that I've only tested on OSX/Nvidia here.

On 7/12/07, cyrille henry <cyrille.henry at la-kitchen.fr> wrote:
> it works here.
> thanks a lot.
>
> cyrille
>
> chris clepper a écrit :
> > CVS is updated.  Hopefully this won't break anyone's compiles.
> >
> > The attached files are a test patch and the shaders.  I will be out of
> > town for a few days and not able to work on this again until next
> > week.
> >
> > On 7/12/07, chris clepper <cgclepper at gmail.com> wrote:
> >> I have multitexturing working with GLSL.  While I upload the changes
> >> to CVS I can explain how it works.
> >>
> >> GLSL shaders cannot directly talk to hardware like ARB ones can.  The
> >> application side code has to tell the shader which hardware texture
> >> unit to use.  Obviously when I compile GEM there is no way in hell to
> >> know what the shader variables are going to be named, so another
> >> method to tell the shader which unit to use needs to be in place.
> >>
> >> One solution is to hardcode the names of the sampler variables, but
> >> that is kind of a hack.  The one I put in place uses a message to the
> >> glsl_program object with the name of the sampler and the texture unit
> >> to use.
> >>
> >> How to use:
> >>
> >> 1) create gemwin and turn on rendering
> >> 2) load shader
> >> 3) send a [mySamplerName $1( message to glsl_program
> >> 4) load two movies or images
> >> 5) set one of the pix_texture units to upload to the same texture unit
> >> you told the shader to use with a [texunit $1( message
> >>
> >> This change should be in CVS soon.  I will post an example patch in a
> >> bit.
> >
> >>
>




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