Re: Noob Question: Multiple Textures within an GLSL FxPlug?
site_archiver@lists.apple.com Delivered-To: pro-apps-dev@lists.apple.com Also, I doubt that it will accept a 65k wide texture. Most cards today have a limit of either 4k or 8k for the width of a texture. You may need to either upload multiple 1D textures or upload a 2D texture and do some math to choose the correct sample. Darrin On Jul 20, 2011, at 10:08 AM, Robert Monaghan wrote:
Ahh!
Didn't know about the gtGetError calls. That helped narrow the problem down. It turns out the glTexImage1D was barfing an error. (It needs a power 2 sized texture.) I'll have to try the 65kx1 RECT texture.
Thanks!!!!
bob.
On Jul 20, 2011, at 9:50 AM, Paul Schneider wrote:
The next step I'd take would be to modify your shader to just pass through the ImageTexture, to make sure that is working correctly.
Glancing at your code, I think the problem might be that you're missing a glEnable(GL_TEXTURE_1D). I can't remember, but I think that might be necessary to work with 1D textures. I often don't mix and match texture targets like that myself - you could also make a 65Kx1 RECT texture and probably get the same result. I'd hesitate to try to diagnose the problem by looking at code snippets, though; this tends to be the kind of thing that needs a compile-debug cycle to figure out.
You could also try sprinkling calls to glGetError() in your renderOutput method to see if GL is trying to tell you something.
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