Hi Edmond,

How many matrices do you need at any one time?  There is a limit to
how much vertex attributes, uniforms and texture matrices you have
available.

Robert.

On 5/4/06, Edmond Gheury <[EMAIL PROTECTED]> wrote:
Hi Robert,

 thanks for pointing out this possibility. However, I need to pass
relatively large amounts of matrices to the vertex shader (between 50 and
10000, even more), representing reallly complex skeletons. Maybe another
solution would be to map the matrix array into a RGBA texture and then
access it through a sample2D variable. The advantage is that relatively
small "textures" can represent a large amount of matrices, i.e. a 256x256
RGBA texture could hold 16384 Matrixf. In order to not waste space, I could
use non power of two textures. Do you think it's a viable solution ? Is it
possible to create Texture1D raw non-power of two textures ?

 Best regards,

 Edmond

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