I may be wrong, but I don't believe that is possible in QC. What you would need to do is use a separate shader for each object. GLSL in QC does support multiple textures, but I don't think one can assign them to arbitrary objects in the scene.
I'm curious about this as well... I've successfully used GLSL in QC to send many different image sources to a shader, and to use the shader to crop, translate and dissolve, but that is in the context of a 2D surface. Is there a downside to putting each object in a separate GLSL macro, and using distinct textures for each in your scenario? You can always connect the join the lighting of each (or any other parameter) with insert splitters, so your multiple shaders can look cohesive in the scene when you move a light source (or whatever). -George Toledo On Mon, Mar 15, 2010 at 7:11 AM, luca palmili <[email protected]> wrote: > Hi to all, > my scene is composed by N objects (o1, o2..., oN), each of them has got one > different texture (t1, t2, ..., tN). How can I render all the objects in a > single GLSL shader? I mean: if I pass my N texture as uniform parameters to > the GLSL shader, how can I tell to the GLSL shader to use texture_1 for > object_1, texture_2 for object_2, etc...? > Thank you! > > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Quartzcomposer-dev mailing list ([email protected]) > Help/Unsubscribe/Update your Subscription: > > http://lists.apple.com/mailman/options/quartzcomposer-dev/gtoledo3%40gmail.com > > This email sent to [email protected] >
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