I don't see any straightforward way to ensure that is is extensible to
n-passes using that technique though. My understanding is that I can't
have an array of matrices in the shader, so in order to add a single
pass I'd have to go and recompile the entire program.
Is there a technique for having multiple transformation matrices without
hard-coding the list of matrices?
Thanks in advance,
Art Tevs wrote:
Hi Jason,
I think, you do not need multiple cameras. If you have
the projective matricies of each of the captured
viewcamera, then you can just combine all the
projective textures in one pass. Just pass all your
matricies and corresponding textures to the shader and
compute the average value.
If you was able to setup the environment for the one
projective textures, then extending it to multiple
textures is not a big issue.
Cheers,
Art
--- Jason Ziglar <[EMAIL PROTECTED]> schrieb:
Hi all,
I'm trying to write a program which takes
multiple images and
projectively textures a scene with them. The images
are taken at
different locations within the scene, and I'd like
to have the scene
rendered with the result from projecting all the
images onto the world
geometry.
I've got a shader and code base which can
project a single image
onto geometry, but I'm not entirely certain how to
extend this to
multiple images. Multiple cameras seems like the
right idea, except that
I don't see how to grab the correct transforms and
textures for a given
camera and apply them to the scene in order. Any
suggestions?
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