-
Notifications
You must be signed in to change notification settings - Fork 215
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Passing in an Array of Textures #1345
Comments
Hello, Is this being looked at? I would be interested in contributing this if it is a low priority. Otherwise, I'd just love to know where this stands. Let me know if you need anything else! Thanks - I love this suite of tools so much! Ilan |
@ilan-gold Apologies have been meaning to look into this, but have been busy. I can take a look next week, but you'd like to take a crack at it yourself, that would be great! |
Thank you so much, I'd appreciate you taking a look. I'll check in again and if you're still too busy next week, I hopefully will have time to look into this. Do you know of any technical limitations with |
Have you had a chance to look into this? If not, I can take a swing at this as best I can. |
One possible issue could be, To explore more on the support for |
Hi, this kind of fell by the wayside for me, but I might get around to it in the near future. I currently use |
Actual Result
A black screen, indicating that the data is not making it to the fragment shaders (undefined sampler?)
Expected Result
A yellow(R+G?) block (See below).
Reproduce Steps
This might just be a question of how to do something, so I apologize if this is not a bug, but I am wondering how to pass in an array of textures to a fragment shader via luma. It doesn't seem to work how I expect out of the box, but I also might have this wrong or not know about a lumagl setting/parameter (both likely). Please forgive my bad WebGL code, I am still using my proverbial training wheels.
Log:
The text was updated successfully, but these errors were encountered: