Re: Noob Question: Multiple Textures within an GLSL FxPlug?
Re: Noob Question: Multiple Textures within an GLSL FxPlug?
- Subject: Re: Noob Question: Multiple Textures within an GLSL FxPlug?
- From: Robert Monaghan <email@hidden>
- Date: Wed, 20 Jul 2011 07:53:33 -0700
Hi Christoph,
Thanks for the tip! I just added it, but I still get the black screen.
After reading through some other postings, it occurred to me to check the pixel type. It looks as if the image is 16bit Floats.
I wonder if this is a potential problem, as I am providing 32-bit float values in my LUT. The rounding inconsistencies alone would cause the LUT to be useless.. :(
Still, I guess I am wondering if I am setting this up properly. Should I supply a 16-bit Integer LUT as a texture? -- this is ideal, as that is what I started with.
bob..
On Jul 20, 2011, at 6:31 AM, Christoph Vonrhein wrote:
> Hi Kevin,
>
> always put a glFlush(); after the glEnd(); or before your method ends, so that OpenGL finished its work before FCP/Motion reads the frame.
>
> Christoph
>
>
> On Jul 20, 2011, at 1:10 AM, Robert Monaghan wrote:
>
>> Hi Everyone,
>>
>> Making the dive into the wonderfully confusing world of OpenGL.
>> Can anyone point to an example of using multiple textures within an GLSL based Filter?
>> I am trying to create a 1D Lookup Table, and it is proving to be a big pain. There doesn't appear to be any way to debug what is going on.
>>
>>
>> Here is a code snapshot of what I am doing: (Excuse the poor formatting)
>>
>> ---
>>
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