Hi Martin,
Can I do this without a glsl shader? A set of textures dependend on one
TexCoordArray?
geometry->setTexCoordArray(1, geometry->getTexCoordArray(0));
Your data will not be copied CPU-side (one tex coord array for both
units, the ref count incremented accordingly) but they will be uploaded
twice so it may be slower than the shader version. But if you need to be
fixed-pipeline then you don't have a choice, if you're going to
multitexture then you'll be sending texcoords for more than one texture
unit. I don't think there's a way to tell the fixed pipeline "use the
same texcoords for two (or all) texture units".
Hope this helps,
J-S
--
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Jean-Sebastien Guay [email protected]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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