On Jan 20, 2011, at 11:09 PM, Christopher Wright wrote:
>> So - this instead? Vertex:
>>
>> uniform sampler2DRect texture;
>>
>> void main()
>> {
>> //Transform vertex by modelview and projection matrices
>> gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
>>
>> //Forward current color and texture coordinates after applying texture
>> matrix
>> gl_FrontColor = gl_Color * texture2DRect(texture, gl_TexCoord[0].xy);
>> gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
>>
>> }
>>
>> and this Fragment:
>>
>> void main()
>> {
>> gl_FragColor = gl_Color;
>> }
>>
>> I'll try it out and let you know. Thanks again.
>
> Almost: in the vertex shader, gl_TexCoord[0] needs to be set _before_ it's
> used in the texture2DRect function -- otherwise, you'll have slightly wrong
> texture coordinates. So just swap the last two lines of the vertex shader.
> tried it on my old 10.5 machine, and the results appeared to be identical.
Thanks - I wondered about that...
regards,
Patrick
_______________________________________________
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]