Hi Art,as a test I've started implementing TextureRectangle support for osgPPU, as we use them in other non-osgPPU stages of our pipeline.
I've started with UnitTexture and UnitInOut and have a working version for a test app using these two units. Before I continue further I would like to get some feedback.
Do you want TextureRectangle support in osgPPU?The main difference is the setup of the quad to be rendered: if the input texture is a rect, then the quad coords must be set up correctly. I've done this at the top of init() in UnitInOut, but want to know if you think this approach is correct? Maybe a change in the utility function?
Also, mixing Texture2D and TextureRects (or different size rects) in the same unit might require more work (multiple texcoords). Do you think catering for this case is useful? I'm not sure if users might want to do this.
Some language and spelling things were changed. You can merge them if you like.
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