Forums > Jitter

gloop shader patch and binding a texture

May 1, 2008 | 5:42 pm

i have trouble with the shader patch ‘gn.gloop.jxs-help.maxpat’ from the
‘slab helpers folder’. I get the error message:
jit.gl.shader: unable to bind GLSL uniform param: ‘tex0′

I’ve tried adding a jit.gl.texture to the patc, prepending the data from the
matrix that arrives at the slab with jit_gl_texture,and using a jit.bfg to
initiate some data, but still nothing. I see that the shader file has a
variable for a texture unit but am not sure how I should bind a texture to
the slab.

Actually, i’ve just been looking at some of the other gen.* shader files and
seem to have a problem with a few of them. I suspect that this may be an
issue with my graphics card. I can’t get the antialias shaders to work
(blend mode is enabled, if that makes a difference). Also the spiderweb and
cross tile files don’t work correctly. Does anyone have any ideas?

i’m on a mac G4 powerbook OSX 10.4.11 with a radeon 9700 card.

pelado


May 1, 2008 | 7:38 pm

Hello,
The way this shader works is that it doesn’t really do any texture
lookup. It just does a calculation based on the texture coordinates and
generates texel values. So, the tex0 error should be harmless. If you
aren’t seeing anything in the GL window, that would indicate that your
9700 mobility card is choking on this shader. It wouldn’t be the first
time (see discussions of the td.rota.jxs shader). It seems that the
9700 has pretty strict limitations on the amount of math it’s willing to
do in one fragment shader.

AB


May 1, 2008 | 8:10 pm

It seems my graphics card is lagging behind in a number of cases! Thanks
Andrew, I remember the issue with the rota shader (I think Wes managed to
provide a workaround for this graphics card?).

It seems that the 9700 has pretty strict limitations on the amount of math
> it’s willing to do in one fragment shader.
>

Me too.

pelado


May 1, 2008 | 8:13 pm

Needless to say, I won’t go anywhere near the geometry shaders!
pelado


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