Jump to content

  • Log In with Google      Sign In   
  • Create Account


#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...

PARTNERS