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!
>
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