Well, im not sure about the rendering artifact, but noise3() and all
noise() functions are typically not GPU accelerated, from what I
understand, so i think part of the code punts to software. Maybe that
is a clue?
On Nov 21, 2008, at 9:17 AM, Alex Drinkwater wrote:
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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