Am Donnerstag 01 Juli 2010 16:54:08 schrieb Fabian Bieler:
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE,
GL_UNSIGNED_BYTE, &white);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8_REV, &black); This will only work if the shader samples 2D textures, or is a 1.x pixel shader.
I am afraid you'll have to add bit for no texture being bound to a sampled sampler to the ps_compile_args structure and replace the TEX statement with reading a constant instead. Or explicitly bind dummy 2D, 3D, Cube and RECT textures to unused samplers. (and e.g. a dummy 2D, 3D and RECT sampler if a volume texture is used)