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.
The bad part is that you destroy max texture size doing things like that (if you have large numbers of sub-textures), and you'd need to spend some time actually making the subtexture texture (which could be cheap, or very expensive if any of the textures are dynamic -- if one or more is, you'll need to keep modifying the texture).
-- [ christopher wright ] [email protected] http://kineme.net/ _______________________________________________ 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]

