Hi there,
I’m not 100% sure this is a bug or just not possible in OpenGL world. I’m trying to sample from a texture inside the camera projection GLSL DAT, but the values are always set to 0. The regular uniform vectors do work. See attached tox.
I’m trying to access multiple matrices of some geo’s inside the UserWorldToProj(). Right now I’m supplying every row of the matrix as an uniform vec4, but would love to access that data through a texture or even CHOP/samplerBuffer.
Also another (very hacky) technique I came up with is to connect a cameraCOMP to each object and supply that camera as a render camera. Then it’s accessable by uTDMats[], I’m just not sure if that costs lots of performance in the background (having tons of cameras even though they are not rendered).
Cheers,
tim
CustomProjectionSamplingBug.tox (1.0 KB)