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How Access TextureSlot2 with GLSL Scripting?
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[quote][b]hadoken[/b] wrote: Thanks @just_in_case for your plausible thoughts. So far I have already done a lot of research regarding the issue. Now I'm afraid CopperCube's old OpenGL convention (upt to v1.30) won't let me use more than one texture with vertex and fragment shader scripting only. I've tried to load another texture to different CC scene node texture slots at runtime and also tested different material types. I've found hints about declaring other textures active to get them recognizable within the vertex shader part but this would take OpenGL commands which are not allowed in CC's javascript. Maybe there would be another way altering the game clients source code with CopperCube's studio edition. Seems like a sad drawback for OpenGL here since we both know how well the goal can be reached with DirectX HLSL shader scripting on the other hand. Since I've found out that OpenGL can give my current project way more frames per seconds thus more performance I must prefer OpenGL over DirectX. That's why I'm trying to reforge all my tools for this side. Based on well working OpenGL texture alpha transparency blending I've already got an acceptable workaround at hand - like most times when trying to solve things with CopperCube :-) I've notice some longer absence of yours, so (just) in case (LOL) you missed my current project you're welcome to take a look here: [url]https://ambiera.com/forum.php?t=10025[/url][/quote]
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