View Full Version : Sampler information
Corrail
02-24-2004, 05:35 PM
Hi all!
I've got the following problem:
I want to get all samplers out of a program object. But how can I do that? If I loop through all uniform I'm not able to seperate an integer from a sampler. Furthermore I'm not able to find out which sampler type it is.
Ok, I can write my own source which scans the whole GLslang source code but this is REALLY messy.
But is there any other possibility?
Thanks a lot
Florian Rudolf
V-man
02-24-2004, 06:34 PM
What do you mean by "loop through uniforms"?
Anyway, you could do a sub-string search or have a higher level file that describes the uniforms.
The sub-string search will cost you 10 or 20 lines of code. That's a problem?
Corrail
02-25-2004, 06:08 AM
Originally posted by V-man:
What do you mean by "loop through uniforms"?
By using glGetActiveUniform and scanning all active uniforms.
Originally posted by V-man:
Anyway, you could do a sub-string search or have a higher level file that describes the uniforms.
The sub-string search will cost you 10 or 20 lines of code. That's a problem?
That would be an idea, yeah. But it is quite messy too.
mrbill
02-25-2004, 02:40 PM
Originally posted by Corrail:
Hi all!
I've got the following problem:
I want to get all samplers out of a program object. But how can I do that? If I loop through all uniform I'm not able to seperate an integer from a sampler. Furthermore I'm not able to find out which sampler type it is.
Ok, I can write my own source which scans the whole GLslang source code but this is REALLY messy.
But is there any other possibility?
Thanks a lot
Florian Rudolf
This is unfortunately a known issue. The resolution is in process. It may include additional types representing the different samplers (from Sampler1D through Sampler2DShadow) returned by the <type> parameter of GetActiveUniformARB, which is precisely what you want.
Another alternative to consider until (if) this change is approved is to establish a naming convention for sampler names between application programmers and shader writers. For example:
uniform sampler2D s2Dbase; // a terse convention
uniform sampler2D sampler2D_basemap; // a less terse convention
-mr. bill
Corrail
02-25-2004, 03:40 PM
Originally posted by mrbill:
[CODE]
This is unfortunately a known issue. The resolution is in process. It may include additional types representing the different samplers (from Sampler1D through Sampler2DShadow) returned by the <type> parameter of GetActiveUniformARB, which is precisely what you want.
Yes, that's exactly what I want. Do you know how/when this will be included in shader objects extension?
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