> I think a shader-based solution would work well, for example using
> fixed texture coordinates on the geometry and sending an offset to the
> shader that would simply offset the actual texture lookup to scroll
> the texture. Instead of updating the actual texture coords on the
> geometry (which is what Daniel is suggesting if I understand
> correctly). Also since the offsetting itself would just be an
> addition, the shader would not really be more complicated (or slower)
> than a basic texture mapping shader.
Of course using the Texture Matrix would give the same result without
using shaders. Hehe... I'm so used to thinking with shaders these days
I didn't see that. Sorry.
J-S
--
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Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/
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