[PD] 3 1/2 shaders help!
doktorp at mac.com
Wed Nov 7 03:25:55 CET 2007
if that is the issue, then it should (?) work for sampler2D and
texture2D, but I thought we had tested that the other night at the
Patching Circle and found it to not work?
ill write a simple shader shortly using square textures as inputs and
we can test the theory out.
On Nov 6, 2007, at 9:13 PM, marius schebella wrote:
> yes, I was referring to cyrille's mail
> but that is already included in the current version.
> also, this mail seems to be related to the problem
> vade wrote:
>> I was working a bit with Marius on porting the shaders, and would
>> to figure out the issues with multitexturing with GLSL programs. If a
>> developer (chris?) would be kind enough to point me in the right
>> 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
>> Id love any pointers.
>> On Nov 4, 2007, at 7:38 PM, marius schebella wrote:
>>> I was working on shaders recently and put some stuff online
>>> shader #3 is the most advanced, uses a normal map texture.
>>> but I am still running into problems when using multiple shaders.
>>> 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
>>> 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!
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