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Text, including the two scores - Columbia University Department of ...

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new technological development (and does not have a complete or stable implementation between hardware manufacturers2). The GLSL program takes three inputs: (i) a four-plane matrix that contains <strong>the</strong> four (one-plane) textures, (ii) <strong>the</strong> previously described displacement & texture map, and (iii) an relatively<br />

texture as an optional background. It <strong>the</strong>n computes <strong>the</strong> actual result by using <strong>the</strong> second input as <strong>the</strong> displacement table to <strong>the</strong> first and third inputs. The final result is <strong>the</strong>n defined as a GL texture, textured onto a GL plane gridshape, and rendered on to <strong>the</strong> canvas. additional<br />

2 example, primitive types or functionality can be handled differently (or not at all) between <strong>two</strong> systems. The GLSL implementation on Apple graphics hardware, astoundingly, cannot handle branching statements. One <strong>of</strong> my biggest programming challenges was rewriting my PC-developed code into a Mac version containing no ‘if’ statements.<br />

For<br />

22

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