Hi Johannes,
Hmm, I think it is not possible to use an array of texture samplers in a
shader. An array of any other values, should be possible. However, I would be
glad to hear, if I am wrong.
Your limitation number is the maximal number of texture units supported by your
GPU.
If you really
Hi,
i will try uniform arrays as soon as i get to it. But the approach sounds quite
good.
Thank you.
Paul Martz wrote:
I believe you can use a uniform array of samplers. This means the number of
texture can be arbitrary and therefore you don't need to recompile your
shader based on
Hi,
I basically got multiple images that i want to project onto the same world
geometry.
By comparing the normal vector of the world geometry polygon and the direction
vector of the projection source i want to calculate the angle in which the
projected image 'shines' onto the polygon. This is
I believe you can use a uniform array of samplers. This means the
number of texture can be arbitrary and therefore you don't need to
recompile your shader based on number of textures.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Johannes Schth wrote:
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