[jitter] multiples and shaders
(())_n
kinomatic at gmail.com
Thu Oct 11 19:55:34 MDT 2007
- Previous message: [jitter] multiples and shaders
- Next message: [jitter] multiples and shaders
- Messages sorted by: [ date ] [ thread ] [ subject ] [ author ]
This makes sense. But it is kind of splitting hairs. Is there a way to have the same shader for M objects of jit.multiple, but with N different setting for the params for the shader? Or is this better done with a poly of objects and shaders or better yet jit.lua? I guess the question is in what ways can one introduce variation with jit.multiple? cheers, (())_n On Oct 11, 2007, at 9:19 PM, Joshua Kit Clayton wrote: > > On Oct 11, 2007, at 4:37 PM, Wesley Smith wrote: > >> Sorry, shaders get applied uniformly across all instances drawn with >> jit.gl.multiple. > > If you have N shaders for M object instances where N is > significantly smaller than M, one thing which is possible is to use > N instances of jit.gl.multiple for each different shader. Then > before sending the items to jit.gl.multiple to render, separate > them into N different matrices accordingly. The same thing applies > to textures, where even though you can specify a different shader > to jit.gl.multiple, it is most likely more efficient to sent the > texture once per jit.gl.multiple render, if the number of textures > N is significantly smaller than the M object instances being rendered. > > Hope this makes sense. > > -Joshua > _______________________________________________ > jitter mailing list > jitter at cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter
- Previous message: [jitter] multiples and shaders
- Next message: [jitter] multiples and shaders
- Messages sorted by: [ date ] [ thread ] [ subject ] [ author ]
