1. Is it possible to use cubemap textures in QC? I tried some code that used a cubemap texture. It ran without errors, but the GLSL Shader patch didn't generate a port for the texture. Anyone know of a workaround to use a 2D picture in place of a cubemap perhaps? My understanding of cubemaps is they're essentially just a flat 'net' for a cube, anyway, or is there more to them than that?

samplerCube doesn't generate an input on the GLSL patch (surprise! ;), so you can't use them (or, you can't get useful results, since you can't supply a texture to it). I guess you could use a sampler2D, and generate the texture coords manually to simulate a samplercube, but that's probably a bit tricky, if possible at all (I'm not 100% sure I understand the differences between all the glsl sampler types yet)

2. 3D textures via sampler3D (ie DDS-format files). Possible/not possible/any plans to make possible?

( ... *cough* superglsl feature request? ;) *cough* ... )

3. Mipmaps: I see mipmap options on some QC patches. Is it actually possible to use mipmapped textures in QC currently? If so, in what format, and how does one go about creating them?

Mipmaps are autogenerated from static images (i.e. image's dropped into the editor), but apparently no other ones (passing images through coreimage filters destroys the mipmaps, render in image has a mipmap input that doesn't work when on or off, etc). so it's really limited a this point.

To see it in action:

place a sprite in a trackball, publish its image input. drop an image into the editor, pass it through an Image Texturing Properties patch. Set the Texturing Properties patch Target to 2D (mipmapping only works with 2Ds), and attach the output to the sprite's port on the trackball. slant the sprite a bit, and the image will be smoother where it's farther away. if you disable mipmapping on the texturing properties patch, it'll get grainy in those places.

To see it break, keep the same setup, but pass the dropped image through any CI filter. Or pass just about anything else in (render in image output, with and without mipmapping). plasma doesn't seem to care either way, but everything else gives cool vram garbage as the Mip level changes with depth:

<<inline: BrokenMipMap.jpg>>



--
[ christopher wright ]
[EMAIL PROTECTED]
http://kineme.net/

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