Hi, maybe someone is interested why the whole scene was broken with the custom component.
It seems to be important that in the "updateState()" method the "GL_TEXTURE0" is activated as last texture (like contained in the image particle code). Best regards, Martin 2014-07-25 11:13 GMT+02:00 Martin Ertl <qsmokeonthewa...@gmail.com>: > Yes you're right, I'm using OpenGL ES 2 and I'm trying to create my own > component with custom shaders. At the moment there are still some problems > (my component seems to destroy the whole scene) but I think I did a mistake > somewhere. I should compare with the qquickimageparticle > <https://qt.gitorious.org/qt/qtdeclarative/source/4f69825c5bfd93b63f890a8188ece93af1283f1f:src/particles/qquickimageparticle.cpp#L207-297> > what's the difference. > > Have a nice weekend, > Martin > > > 2014-07-24 11:51 GMT+02:00 Till Oliver Knoll <till.oliver.kn...@gmail.com> > : > >> Am 24.07.2014 um 11:25 schrieb Martin Ertl <qsmokeonthewa...@gmail.com>: >> >> ... >> >> -> define 'which texture unit a given "uniform sampler2D tex" refers to' >> by calling >> program()->setUniformValue("uTex0", 0); >> program()->setUniformValue("uTex1", 1); >> ... >> >> >> Or use the "layout syntax" in the shader itself, so you can skip setting >> the "value" ("texture unit selector") of the uniforms (like you do above), >> like so: >> >> layout (binding = 0) uniform sampler2D foo; >>> layout (binding = 1) uniform sampler2D bar; >>> etc. >>> >> >> Works at least with recent OpenGL versions (and off course only if you >> write the shaders yourself ;)). >> >> But by now I realise that the "SG" prefix probably stands for "Scene >> Graph" (which you are probably extending with your own objects), so you're >> with OpenGL ES 2 I guess (which probably won't digest above shader "layout" >> syntax). >> >> Cheers, >> Oliver >> >> _______________________________________________ >> Interest mailing list >> Interest@qt-project.org >> http://lists.qt-project.org/mailman/listinfo/interest >> >> >
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