Anyone?

a|x


--- On Fri, 21/11/08, Alex Drinkwater <[EMAIL PROTECTED]> wrote:

> From: Alex Drinkwater <[EMAIL PROTECTED]>
> Subject: Re: Render In Image and GLSL noise()
> To: [email protected]
> Date: Friday, 21 November, 2008, 3:37 PM
> I've been doing a few more tests, and it seems to be
> related to the GLSL noise3() function. If I rewrite the
> Fragment Shader so it outputs
> 
> gl_FragColor = vec4(gl_TexCoord[0].xyz,1.0);
> 
> I don't get the glitch. With the noise function in
> place, however, I get a blank (alpha 0) triangle at the left
> edge. When any of the parameters associated with the
> noise3() function are altered, the triangle changes size.
> Also, if the Width and Height of the Render In Image's
> output are changed, the blank triangle changes size.
> 
> I've attached a screenshot of the glitch.
> 
> Any advice on what might be causing this much appreciated.
> 
> It will be very annoying if this isn't fixable,
> especially since the noise function is disabled in the
> CIFilter language.
> 
> a|x
> http://machinesdontcare.wordpress.com
> 
> 
> 
> 
> --- On Fri, 21/11/08, Alex Drinkwater
> <[EMAIL PROTECTED]> wrote:
> 
> > From: Alex Drinkwater <[EMAIL PROTECTED]>
> > Subject: Render In Image and GLSL noise()
> > To: [email protected]
> > Date: Friday, 21 November, 2008, 2:17 PM
> > I'm trying to make a simple perlin-noise macro
> using the
> > GLSL noise3() function, driven by fragment X/Y
> position. The
> > shader works fine when rendering directly, but not
> when
> > placed inside a Render In Image patch an connected to
> a
> > Billboard (I get glitching along the left-hand edge of
> the
> > output image).
> > 
> > I need to be able to pipe the result of the shader to
> other
> > patches.
> > 
> > Anyone any thoughts on what, if anything, I can do to
> fix
> > this?
> > 
> > I've attached the QTZ below.
> > 
> > I'm on a 1st-generation MacBook Pro
> > ATI X1600 256MB GPU
> > MacOS 10.5.5
> > QuickTime 7.5.5
> > 
> > Cheers,
> > 
> > a|x
> > http://machinesdontcare.wordpress.com
> > 
> > 
> > 
> > 
> > 
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