I did that test in my blurs, and it worked 100%. use the blur shader
program, set the blur uniforms, bind to no program (ie,
glUseProgram(0)), and then use the blur shader, all works as expected.
I asked on the GL list and the uniform state retention is correct/
expected behavior, and I think its because im not properly handling
the bound texture that the uniform expects, but now im doing it
properly (as far as I am aware), and the behavior persists. :(
: http://lists.apple.com/archives/mac-opengl/2009/Jun//msg00040.html
thanks for your help.
On Jun 19, 2009, at 7:38 PM, Christopher Wright wrote:
I spoke to some other "GL wizards" earlier about this exact issue
and they said that if I unbind a shader, the uniforms that are
already bound/set to it do not need to be reset/resubmitted when I
re-bind, thus why i am not doing that. It follows the state laws of
OpenGL no?
What happens if you remove all the interesting code, and just have
it do glUseProgram(0);glUseProgram(previousProgram); in execute?
(for me it crashes on all input, so I can't determine what's going
on/if the shader swizzle is the culprit).
--
[ christopher wright ]
[email protected]
http://kineme.net/
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Quartzcomposer-dev mailing list ([email protected])
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com
This email sent to [email protected]