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View Full Version : how to send multiple texture coordinates to a shader?



therealremi
01-19-2007, 06:13 PM
Currently I'm using one set of texture coordinates with a call to glTexCoordPointer(2, GL_FLOAT, 0, uv_coordinates).
But what if I want to specify more texture coordinates sets for use in a shader, so that they are available as TEXCOORD0, TEXCOORD1 and so on?
Btw is there any hardware limit on the number of texture coordinates sets for a single shader?
(I'm using Cg as a shading language).

Komat
01-19-2007, 08:34 PM
Originally posted by therealremi:

But what if I want to specify more texture coordinates sets for use in a shader, so that they are available as TEXCOORD0, TEXCOORD1 and so on?
The glTexCoordPointer and glEnableClientState modifies texture coordinates that are currently selected. The selection is changed using the glClientActiveTexture() function. So to specify more of them you can use something like:



Btw is there any hardware limit on the number of texture coordinates sets for a single shader?
(I'm using Cg as a shading language). There is limit that can be queried by retrieving value of GL_MAX_TEXTURE_COORDS parameter.

therealremi
01-19-2007, 09:21 PM
Thank you