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#Actualeppo

Posted 11 September 2013 - 09:00 AM

- Pass uv-offsets for different cubes as instance-data and add them to the base-uvs in the shader.

- If all cells in the texture are of equal size you can load them into a texture array and pass an array-index as instance data.

 

The second method has the advantage that all the cutting can be done either offline or during load time and it avoids filtering artifacts around cell borders.


#1eppo

Posted 11 September 2013 - 08:54 AM

- Pass uv-offsets for different cubes as instance-data.

- If all cells in the texture are of equal size you can load them into a texture array and pass an array-index as instance data.

 

The second method has the advantage that all the cutting can be done either offline or during load time and it avoids filtering artifacts around cell borders.


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