Rendering with dynamic U/V

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11 comments, last by Khatharr 11 years, 7 months ago
Ah I see. Well I'd say stick with traditional rendering methods to accomplish what you'd like. But if you can get it to work, good luck!
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Maybe I'm still not understanding what you're doing, but it seems like you can accomplish what you want with instancing. The instance data would include:
- the position of the cube
- the a texture offset to apply to the uv coords at each vertex

You send this data once per cube, and it is used for each vertex of the cube.
Sort of a step up from instancing was what I was looking for. I was wanting to have the U/V already uploaded alongside (but distinct from) the position set and then just send a pair of numbers per render call, representing the start index for the positions and the start index for the texcoords. I dug through the vert shader documentation and what I'm wanting to do doesn't seem to be do-able in Dx9. I think OpenGL may be able to do it though. I have to read through the docs again when I come back around to this project.

Thank you everyone for your advice. :)
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