On Sat, Oct 27, 2012 at 2:13 AM, Jason Daly <[email protected]> wrote:

>  On 10/26/2012 01:19 PM, Glenn Waldron wrote:
>


> From what I can tell, the main issue isn't the number of textures, it's
> the number of varying parameters between the vertex and fragment shader.
> If there are too many textures being applied at once (each with their own
> set of texture coordinates), it may be possible to run out of these,
> depending on what else is being interpolated between shader stages.
>

I could create a single texture from all fotos (by stitching them together
if that helps). Then, however, it is unclear to me how to handle shading at
using one texture and multiple UV/ST arrays.
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