OK. So it basically was some user error and a GLSL misunderstanding
on my part. I'm still not able to grab anything from the second
texture unit, though. I have a texture defined for texture units 0
and 1. Both have "enabled" checked and are clamped to edge.
To the best of my knowledge the program below should pass through the
second unit texture, but It's always using the first texture.
Am I doing this correctly, or is this a bug in Shader Builder?
-------------------
Tobias Ford...
tobias1482 'at' mac.com
tford 'at' soe.sony.com
-------------------
Programmer @ SOE Austin for Star Wars Galaxies
On May 29, 2005, at 11:16 AM, Geoff Stahl wrote:
Create a sampler type uniform. Use shader builders normal methods
to set this value to the desired value. Shader Builder does not
currently support multiple passes with code defined uniforms (or
similar schemes). I be missing what you are trying to do but the
above is the general way to get texture unit ids into a shader.
Geoff Stahl
3D Software Engineer
Apple
On May 29, 2005, at 5:10 AM, tobias ford wrote:
I'm just now starting to play around with Shader Builder and GLSL
and I'm trying to just write a pass-through shader with multiple
textures to start.
What is it that I need to do in regards to getting a texture
sampler. Since these are named from code, I was wondering if SB
had some default name specified that I could use in the lookup.
I also don't recall seeing any generic way to access this by
texture unit in the orange book.
Thanks.
-------------------
Tobias Ford...
tobias1482 'at' mac.com
tford 'at' soe.sony.com
-------------------
Programmer @ SOE Austin for Star Wars Galaxies
She's so swishy in her satin and tat
In her frock coat and bipperty-bopperty hat
Oh God, I could do better than that
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