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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualPAndersson

Posted 23 November 2012 - 07:54 PM

If I write this shader:

[source lang="cpp"]uniform samplerCube cubeTest;uniform samplerCube terrainNoiseTexture;void main(void){     fragmentColour.rbg = texture(terrainNoiseTexture, vec3(rawNormal.xyz)).rrr; fragmentColour.rbg += texture(cubeTest, vec3(rawNormal.xyz)).rrr; fragmentColour.a = 1;}[/source]

I can suddenly read  from the black cubemap as expected....

Maybe I just should update my drivers...
Still nothing. So what could cause a cubemap to be all blick until I sample another cubemap first?

#2PAndersson

Posted 23 November 2012 - 07:53 PM

If I write this shader:

[source lang="cpp"]uniform samplerCube cubeTest;uniform samplerCube terrainNoiseTexture;void main(void){     fragmentColour.rbg = texture(terrainNoiseTexture, vec3(rawNormal.xyz)).rrr; fragmentColour.rbg += texture(cubeTest, vec3(rawNormal.xyz)).rrr; fragmentColour.a = 1;}[/source]

I can suddenly read  from the black cubemap as expected....

Maybe I just should update my drivers...
Still nothing. So what could cause a cubemap to be all blick until I sample another cubemap first?

#1PAndersson

Posted 23 November 2012 - 07:10 PM

If I write this shader:

[source lang="cpp"]uniform samplerCube cubeTest;uniform samplerCube terrainNoiseTexture;void main(void){     fragmentColour.rbg = texture(terrainNoiseTexture, vec3(rawNormal.xyz)).rrr; fragmentColour.rbg += texture(cubeTest, vec3(rawNormal.xyz)).rrr; fragmentColour.a = 1;}[/source]

I can suddenly read  from the black cubemap as expected....

Maybe I just should update my drivers...

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