On 7 Jun 2010, at 17:06, Christopher Wright wrote:

Another way to provide lots of data to the FS is to use several textures. This doesn't work so well when the texture sizes are different (another bug to file), but if they're all the same you can add 8 4-channel per-pixel inputs, which is pretty handy :)

The problem then becomes writing some kind of CIFilter to generate the textures (well, if you want them to be dynamically adjustable, anyway).

This usually isn't too crazy (though learning another shader language variant isn't always fun), but I guess that depends on the nature of the job. Worst-case, you can just stick in static textures that get exported by some modeling tool (normal maps, for example).

That's true. But getting a load of dynamic data into a CIFilter in order to roll it into a texture potentially presents the same issues as trying to get a load of floats into a GLSL shader, though, I'd have thought, given CIFilters have no support for array inputs other than vec2/3/4.


a|x
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