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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