Freecraft
12-06-2011, 10:27 AM
Hi
The Subject already says it.
I want to use a single VBO to render many cubes (already works). But I want to use many different Textures for each cube! I think the only chance I have is to bind all Textures and send an index through the VBO. And then the shader has to select the right texture (depending on the index). The problem: I'm using much more than 32 Textures (max. active textures). So I have already thought of some solutions:
Texture Array. Problem: My target system doesn't support them! Texture3D. Problem: I think the Texture Layers are filtered linear! Anyway the 3D-texture mixes up with my MipMap-Levels I just bind one big Texture that contains all of my textures and select them with texture coordinates. Problem: If The Texture is rendered bigger than its real size or smaller than 1 pixel, it produces graphic errors, because I use MipMaps and linear filtering.
I'm glad about any suggestion
Thaks in advice!
regards Freecraft
The Subject already says it.
I want to use a single VBO to render many cubes (already works). But I want to use many different Textures for each cube! I think the only chance I have is to bind all Textures and send an index through the VBO. And then the shader has to select the right texture (depending on the index). The problem: I'm using much more than 32 Textures (max. active textures). So I have already thought of some solutions:
Texture Array. Problem: My target system doesn't support them! Texture3D. Problem: I think the Texture Layers are filtered linear! Anyway the 3D-texture mixes up with my MipMap-Levels I just bind one big Texture that contains all of my textures and select them with texture coordinates. Problem: If The Texture is rendered bigger than its real size or smaller than 1 pixel, it produces graphic errors, because I use MipMaps and linear filtering.
I'm glad about any suggestion
Thaks in advice!
regards Freecraft