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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