1. Not all graphics hardware supports Sampler2D input
to a vertex shader

Crashing probably isn't the Right Thing to do in this case though :) A simple "Not Supported" log message would suffice :) That said, I don't think this cause is the problem he's running into, since, as you mention, it works with still images.

2. There's a but in QC that means only still images
can be input to a vertex shader.

This isn't quite accurate. You can have animating images (Plasma and Flame Image, for example, work perfectly 100%) that work. Similarly, you can have a still image that gets statically filtered (through a Gaussian Blur, for example) and it'll crash it Guaranteed, even though it's not 'moving'. So it looks like it's more of a GL/Core Image bug than a moving image bug. Semantics, I know :)

There is a more universally-compatible way of doing
something similar, using something called VBOs (Vertex
Buffer Objects), but I'm not sure that method can be
implemented in GLSL. You'd probably have to write a
custom QC plugin using OpenGL commands.

This would work. Unfortunately, you lose the possibility of having the displacement take place in hardware though (which might end up be expensive for complex models)... but maybe I'm mistaken on this point? I'm pretty new to shaders.

--
[ christopher wright ]
[EMAIL PROTECTED]
http://softpixel.com/~cwright/

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