Hi Art,
Art Tevs wrote:
Yes, it is the only one place, where the quad is created. The right
place would be to add the multiple texture coordinates there. Yes,
accesing mInputTex (or directly through getInputTextureMap() method)
should be fine there. However make sure that you do this after
Unit::init() call or actually after Unit::setupInputsFromParents()
call. This is because the mInputTex is first correctly setted up just
right after those calls.
OK, I will start with this.
Is it necessary to create coords per input texture, or would it be
OK to always just generate two sets: one for normalised range and
one for rects? This assumes that all input rectangles to a unit has
the same size?
No, I would create coords for every input texture, even if they are
just the same in all cases. This would allow us to introduce later
maybe some kind of TextureCoordinatesMatrix, which can be used to
change the uv-coordinates of the screen sized quad for different
input units. Not sure how one can use it, but why not (maybe for some
special effects) ;)
OK, will make coords per input. I will start with 0 params to
createTexturedQuadDrawable as this is how it is called in all current
cases.
We should still then think of how the user can specify coordinates
manually (maybe extra map to accompany mInputTextures?) or some
transform like you said.
rgds
jp
cheers, art
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