hello,
i changed the fetching.vert shader so that i would be able to
access rgb individually for shifting the vertices,
but the result does not suggest that.
is
vec4 color = texture2D(MyTex, gl_MultiTexCoord0.st)
not a vector with RGBA of a single vertex ?
best
erich
here the shader:
uniform float cr, cg, cb;
uniform sampler2D MyTex;
varying vec4 C;
void main()
{
vec4 v = vec4(gl_Vertex);
vec4 color = texture2D(MyTex, gl_MultiTexCoord0.st);
v.z = color.r*cr + color.g*cg +color.b*cb;
// v.x += (color.b-0.5)/2.;
// v.y += (color.g-0.5)/2.;
C=color;
gl_Position = gl_ModelViewProjectionMatrix * v;
}
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