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/ > > _______________________________________________ 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]

