GLSL

GLSL Varying Variables In QC 4

toneburst's picture

I'm starting to think there may be a problem with varying variables in GLSL shaders in Snow Leopard. I've come across the same error messages in two different GLSL Vertex Shaders saying

"vertex shader writes varying varyingname which is not active".

and it does appear the data isn't being properly passed. I never came across this in QC 3/Leopard.

Anyone else noticed this?

a|x

Screen Flicker 10.6

cybero's picture

Anyone else been getting the most horrendous screen flickers and consequent slow downs, freeze ups and application crashes when programming with either GLSL or OpenCL under 10.6.x ?

[ Just in case you wondered, I have and was beginning to seriously wonder about taking the machine back to the vendor as it is under warranty, due to a serious spate of such screen flickering resulting, in one instance, a keyboard that now won't be recognized by any of my previously compatible Macs :-( ]

Even something as relatively straight forward as GLSL-SphereMorph.qtz can cause such screen flickering problems that just can't be found, as such , under Leopard 10.5.x

Rendering Live Video as 3D Volume

toneburst's picture

I've worked out a QTZ that renders live video input as a 3D volume using GLSL raycasting.

Funnily-enough, the hardest part was working out how to get around QC's lack of support for volumetric textures. Thanks to the several people who suggested making a 2D grid, with each cell representing a slice along the z-axis. It's not fast, but it does work!

a|x http://machinesdontcare.wordpress.com

skybox shader

dust's picture

came across this glsl shader while checking out some developer open cl examples. thought it was a cool texture.

GLSL Get Fixed-Pipeline Texture

toneburst's picture

Anyone know if it's possible to fetch the texture applied to an object (say an image piped into the Image port of a Sprite) if the object is inside a GLSL Shader?

I'd like to be able to have a Iterator create a number of Sprites with different textures applied to them, but modulate the colours of the Sprites with a GLSL Shader. Because different images will be applied to each Sprite instance, I can't simply use a sampler2D input into the Shader itself.

Possible? Impossible? Pointless...?

a|x