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Add a way to texture meshes in Draw
API
#79
Comments
It's not yet clear to me if we should just rely on users providing a One issue to consider on this topic is that images must be accessible via the fragment shader. This means providing samplers for each of the specified images along with some way of determining which sampler is being referred to in the shader code itself. If we allow users to pass pre-loaded images via the methods above, then we must support the case where the number of images changes during runtime. This suggests to me that we either need to:
On the other hand, if we were to take ownership over the image creation process, we could load images directly into an It's worth noting that the I wonder what other approaches exist for addressing dynamic numbers of images in shader code. |
texture::Map
for supporting textures in Draw
APIDraw
API
I would also consider fbos in the process from the start (with multiple render targets/sources) that might impose some restrictions on what you can use. |
Closed via #484. See the |
draw.mesh()
to support:.colored_tris(tris)
.textured_tris(tex, tris)
.colored_points(pts)
callscolored_tris
internally..textured_points(pts)
callstextured_tris
internally..colored_indexed(verts, indices)
.textured_indexed(tex, verts, indices)
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