You'd need to store the texture array as a single texture, though (like an old-style 2D computer game 'sprite sheet'), then you could use the colour input to each geometry instance to offset texture coordinates to select the desired cell of the grid, to show the correct texture.
a|x --- On Wed, 17/3/10, Chris Wood <[email protected]> wrote: > From: Chris Wood <[email protected]> > Subject: Re: single GLSL shader with multiple texture > To: "thomas pachoud" <[email protected]> > Cc: [email protected] > Date: Wednesday, 17 March, 2010, 10:06 > Just to be clear, you can have one > shader applied to multiple objects > but it will apply the same texture/effect/whatever to every > object. > Fine if you want say lighting applied to everything, but > not if you > want separate textures. > > One solution: give each object a unique colour, and use the > colour to > select a texture from an array by index. > > Chris > > On 17 March 2010 09:51, thomas pachoud <[email protected]> > wrote: > > Hi, > > not 100% sure, but I don't think you can use one > single GLSL for multiple > > objects. You should use one GLSL applied to each > objects. In this way, each > > objects will apply the same GLSL with his textures and > 3D positionning and > > lighting information. And if you need to act on full > scene, you should add > > one GLSL at the end of your pipeline, playing on your > 2D final rendering. > > On Tue, Mar 16, 2010 at 9:35 AM, George Toledo <[email protected]> > wrote: > >> > >> 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] > >> > >> > >> _______________________________________________ > >> 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/thomas.pachoud%40gmail.com > >> > >> This email sent to [email protected] > > > > > > > > -- > > Thomas Pachoud > > ingénieur multimédia IMAC > > www.creapach.fr > > > > _______________________________________________ > > 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/psonice%40gmail.com > > > > This email sent to [email protected] > > > _______________________________________________ > 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/the_voder%40yahoo.co.uk > > This email sent to [email protected] > _______________________________________________ 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/archive%40mail-archive.com This email sent to [email protected]

