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shaders for imaging workaround problem
i wrote a little smoothing fragment shader ..
int i;
vec4 sum = vec4(0.0);
for(i = 0; i kernelSize; i++)
sum += texture2D(baseImage, gl_TexCoord[0].st + offset[i]);
gl_FragColor = sum * scaleFactor;
.. because of the not yet implemented loop constucts i started a little workaround .. with some explicit function calls so i don't need the for loop ..
sum += texture2D(baseImage, gl_TexCoord[0].st + 1.0);
sum += texture2D(baseImage, gl_TexCoord[0].st + 1.0);
sum += texture2D(baseImage, gl_TexCoord[0].st + 1.0);
sum += texture2D(baseImage, gl_TexCoord[0].st + 1.0);
.. now i get the message "fragment shader will run in software avaiable number of texture indirections exceeded." .. what the hell?????? is it an compiler problem for ati cards like the loop constructs??? is there any card .. supporting all stuff discribed in the glsl spec???
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