Ambiera ForumDiscussions, Help and Support. |
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Maybe you remember the latest discussion about the "Batch scale texture coords plugin" topic at: https://ambiera.com/forum.php?t=... A "CopperCube editor uv scale plugin" extension capable of adjusting multiple children objects at once is now available on itch.io (small fee): https://hadoken-records.itch.io/... |
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many congratulations on the plugin, As I know that you want the multiple texture functionality in openGL. I really wanted to help you my friend with that. I know I am not a good programmer but I am very good with problem-solving skills. I just realized that I already have the answer for you when you asked about multiple texture support in openGL, because I actually was using this in my PBR shader already. As CC supports only 4 textures, my shader uses 6 or 6+ textures, and how I did it was a very simple yet clever trick. I created a texture strip of multiple textures, and then in the shader, I used only a single texture slot and then break that texture strip into individual textures, and then used them for the calculation and to output the final render. So it is basically like the spritesheet, you created a spritesheet of 2,3 or more texture as you already told me that you know how to use spritesheet , I am not going into details here, You simply then assign each cell, of the column or row as an individual texture and do the calculation with the data from that. I know it's not the best as using the inbuilt texture slot. but hey it works, right? So why not use it in your case? Hope this bit of info is valuable to you, It never crossed my mind earlier that man why you haven't told him. I was just writing a post and it clicks in my mind, that @hadoken wants to use multiple textures in openGL, and man this will work. You gotta have to tell him otherwise you will forget and your thread pop's up in the announcement section. What a coincidence, and extremely sorry for hijacking the thread. |
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