Thanks for this info. I was actually able to get this working on my system (MBP w ati x1600) without having to specify texture2D, using sampler2DRect within the shader, and without needing to force mip maps. I have a plugin that forces 32bit image output by rendering to an FBO @ 32 bit float square textures (for debugging), and am able to use video with a vertex sampler. However, this runs in software fallback, as most systems dont have vertex samplers :(

I did need to use the private color matching patch however.

On Jun 25, 2008, at 10:44 AM, Chris Wood wrote:

Result! I now have a processed plasma image displacing a grid \o/ It still seems a little flakey but I reckon I'm almost there at last.

To get it working, I used the Color Matching Properties patch (which I'd forgotten about!) to disable color matching (this gives me 'GenericRGB (Uncorrected)' as you suggested). Well, that didn't work, but it gave me a clue as to what to try next: the 'Image Texturing Properties' patch.

GLSL is also fussy about the texture format it seems! With the texture set to '2d' and mipmapping enabled, it works. I can process the output of the plasma, blur it etc. And I can use other patches as input - just tried it with an animated random generator.

So, if anyone else is facing this issue, you need to set the colorspace to GenericRGB, disable colour matching, and set the texturing to 2D, mipmapping enabled. With any of those elements missing, it crashes. I'll get my plugin tidied up later and submit it to kineme if that would be helpful.

Thanks for your help Christopher!

Chris


2008/6/25 Christopher Wright <[EMAIL PROTECTED]>:
There's "shouldColorMatch" as a property of the output image provider, but I already have that set to NO, and it's not showing as 'Uncorrected' in QC. Is that what you're thinking of?

Not sure if that's the same or not -- to get the "Uncorrected" to show up, you can simply use the "Color Matching Properties" private patch. However, this doesn't seem to fix the problem either (GLSL still crashes in gleUpdateShaderTexData, even with uncorrected image input data). Perhaps it's something deeper after all?


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


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