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Author Topic: subBlue question  (Read 1915 times)
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tryptophan
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« on: September 12, 2012, 06:48:24 AM »

I'm trying to port the SubBlue raytracer into another application (Touch Designer) and can't seem to get it to work. Is it using an extension that isn't visible in the .frag. I've been able to use all of the other renderers except for the SubBlue. SubBlue does work in Fragmentarium no problem. Actually I'm not getting errors just no color (no background color or foreground).  I'd like to try the SubBlue raytracer because it seems pretty fast for some realtime application's. Any ideas?

thanks
Keith
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Syntopia
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« Reply #1 on: September 12, 2012, 05:49:01 PM »

Weird - there is nothing special about the Subblue-raytracer, so I can't explain that.

You could try the 'Fast-raytracer.frag' which should give similar performance to the SubBlue raytracer.
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tryptophan
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« Reply #2 on: September 15, 2012, 12:51:12 AM »

Great thanks, I did get the fast-raytracer working so that will work. I'm doing a bunch of learning now though so maybe at one point I'll be able to figure it out, and preferably write my own engine.
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tryptophan
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« Reply #3 on: September 15, 2012, 09:33:12 PM »

Got SubBlue working, I made a major mistake. At this moment I'm limited to the number of uniforms I can have so I have to pack the external values to be used as uniforms into an array and then have each variable sample from a Uniform Array with my channel array as its input. Basically I packed the channels(values) in the wrong order. This method leaves a lot of room for error but it is all I can do until the GLSL operator were using has the ability for an unlimited number of uniforms, hopefully next week it will have the new functionality.

thanks
Keith
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