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: Darrin Cardani <email@hidden>
- Date: Wed, 20 Jul 2011 10:28:16 -0700
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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Darrin Cardani
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