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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