Re: [osg-users] Multiple projective textures - Conditional per Pixel Multipass rendering

2009-09-02 Thread Art Tevs
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

Re: [osg-users] Multiple projective textures - Conditional per Pixel Multipass rendering

2009-09-01 Thread Johannes Schüth
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

[osg-users] Multiple projective textures - Conditional per Pixel Multipass rendering

2009-08-08 Thread Johannes Schüth
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

Re: [osg-users] Multiple projective textures - Conditional per Pixel Multipass rendering

2009-08-08 Thread Paul Martz
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: