[PD] 3 1/2 shaders help!

marius schebella marius.schebella at gmail.com
Wed Nov 7 03:13:18 CET 2007


yes, I was referring to cyrille's mail
http://lists.puredata.info/pipermail/pd-list/2007-07/052026.html
but that is already included in the current version.
also, this mail seems to be related to the problem
http://lists.puredata.info/pipermail/gem-dev/2007-08/002873.html
marius.

vade wrote:
> Hi.
> 
> I was working a bit with Marius on porting the shaders, and would love 
> to figure out the issues with multitexturing with GLSL programs. If a 
> developer (chris?) would be kind enough to point me in the right 
> direction...
> 
> Marius mentioned an email a while ago pointing out a typo in a GEM c 
> file. Reports indicated that fixing this typo resolved multitexturing 
> issues. Marius checked the latest GEM builds included with Extended 
> (0.4.xxx), which do include the fix for the typo (i rather than 1), 
> however neither of us seem to be making any leeway wrt multitexturing.
> 
> Id love any pointers.
> 
> Thanks,
> 
> On Nov 4, 2007, at 7:38 PM, marius schebella wrote:
> 
>> hey,
>> I was working on shaders recently and put some stuff online
>> http://www.parasitaere-kapazitaeten.net/Pd/4shaders
>> shader #3 is the most advanced, uses a normal map texture.
>> but I am still running into problems when using multiple shaders. the
>> problem (again) is, that gl_MultiTexCoords1 does not get the correct
>> values passed from GEM.
>> so the 4th shader should use two images of different sizes, but I only
>> got it working very rudimentary. If anyone can help me with this, it
>> would solve a very big problem! (chris?)
>> Thanks to vade so far for his support!
>> marius.
>>
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> 
> 





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