Hi J.P.

I think this is the way how to do it. One can even go further and remove the 
height and width vectors in the method since we setup them directly in this 
method. 
Hmm, I wonder if this will work correctly: the screen sized quad is created in 
the very first call of the unit's init method. In most cases the input texture 
is not realized till this moment, hence texture width/height might be 0 in this 
case. This behavior always annoyed me, that texture width/height is 0 before it 
get applied to some state. So the correct width and height will only be setted 
up in the second frame. However try this, maybe I am wrong.

cheers,
art


J.P. Delport wrote:
> Hi Art,
> 
> attached find my latest attempt. I'll continue with rect support in 
> other units/plugin/etc after you give go-ahead.
> 
> rgds
> jp
> 
> J.P. Delport wrote:
> 
> > 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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