All true. I did say it didn't scale well though, to be fair.
For simple stuff, with the provisos mentioned, it works.

a|x



--- On Wed, 17/3/10, Christopher Wright <[email protected]> wrote:

> From: Christopher Wright <[email protected]>
> Subject: Re: single GLSL shader with multiple texture
> To: "Alex Drinkwater" <[email protected]>
> Cc: "quartzcomposer-dev list list" <[email protected]>
> Date: Wednesday, 17 March, 2010, 14:30
> > 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/
> 
> 



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