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Paul (@pbourke)

Compositions

1 year ago
1 year ago
1 year ago
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Paul commented on Paul's Discussion, “works on one mac not another

OK, here's some weird stuff, see also new attachment.

Change

      if (mu2 >= 0.0 && mu2 <= 1.0 && mu1 >= 0.0) {
            found = k;
            break;
        }

to

      found = k;
        if (mu2 >= 0.0 && mu2 <= 1.0 && mu1 >= 0.0) {
            break;
        }

And it works. Scream! Why! For example change to

     gl_FragColor = vec4(found/24.0,found/24.0,found/24.0, 1.);

and you can see the wedges (k) get identified correctly and "found" is not -1 but the wedge number.

pbourke's picture
Paul commented on Paul's Discussion, “works on one mac not another

That is a possibility, you will note in my original query I suggested I started development on my MacBookPro ... I suspect I upgraded since then. Also, a colleague of mine I sent the project to had no problems, also MacBookPro, don't have his machine specs on hand.

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Paul commented on Paul's Discussion, “works on one mac not another

Thanks for the consideration. The original is quite a complex composition, lots of subcompositions etc. But I have stripped it all down to the attached. If you connect the image directly to the make unlit shader node, it works. If the GLSL shader is used, it doesn't. There are two windows grabs, correct_macmini.png and incorrect_macbookpro.png. I do not expect you to debug the GLSL shader but I'm curious/concerned as to why it works on the Mac Mini and on lots of other Macs but not my MacBook Pro.

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Paul commented on Magneson's Composition, “Vertical Slit Scan

Nice.

pbourke's picture
Paul commented on Paul's Discussion, “works on one mac not another

The composition involves texture mapping onto OBJ read objects and image mapping for the texture through a GLSL shader. On the MacMini all is perfect, on the MacBook Pro it looks like the texture mapping is getting messed up.

MacBook Pro: NVIDIA GeForce GT 750M 2 GB Intel Iris Pro 1536 MB

MacMini: Intel HD Graphics 4000 1536 MB

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