Yes you're right, I'm using OpenGL ES 2 and I'm trying to create my own component with custom shaders. At the moment there are still some problems (my component seems to destroy the whole scene) but I think I did a mistake somewhere. I should compare with the qquickimageparticle <https://qt.gitorious.org/qt/qtdeclarative/source/4f69825c5bfd93b63f890a8188ece93af1283f1f:src/particles/qquickimageparticle.cpp#L207-297> what's the difference.
Have a nice weekend, Martin 2014-07-24 11:51 GMT+02:00 Till Oliver Knoll <till.oliver.kn...@gmail.com>: > Am 24.07.2014 um 11:25 schrieb Martin Ertl <qsmokeonthewa...@gmail.com>: > > ... > > -> define 'which texture unit a given "uniform sampler2D tex" refers to' > by calling > program()->setUniformValue("uTex0", 0); > program()->setUniformValue("uTex1", 1); > ... > > > Or use the "layout syntax" in the shader itself, so you can skip setting > the "value" ("texture unit selector") of the uniforms (like you do above), > like so: > > layout (binding = 0) uniform sampler2D foo; >> layout (binding = 1) uniform sampler2D bar; >> etc. >> > > Works at least with recent OpenGL versions (and off course only if you > write the shaders yourself ;)). > > But by now I realise that the "SG" prefix probably stands for "Scene > Graph" (which you are probably extending with your own objects), so you're > with OpenGL ES 2 I guess (which probably won't digest above shader "layout" > syntax). > > Cheers, > Oliver > > _______________________________________________ > Interest mailing list > Interest@qt-project.org > http://lists.qt-project.org/mailman/listinfo/interest > >
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