Oh, no texture array support in QC? Well, it's still possible with conditionals, maybe with some performance expense. Something like:
vec4 pixel = gl_Color.r == 1.0 ? texture2D(texture1, gl_TexCoord[0].xy) : texture2D(texture2, gl_TexCoord[0].xy); Chris On 17 March 2010 10:34, Alex Drinkwater <[email protected]> wrote: > 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]

