Thank you for your answers! They are a bit tricky (like many other things in
QC I thought), but now I have a way to use multiple texture in one single
shader. :)

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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