Playing with making line strips out of copies of same point geos to make cool sweeps and curves in bundles, but i need UV addressable positions to do animation across the lines, so fine, POP to TOP and then a quick shader to wrap on to a more useful texture resolution for looking up the lines via U and position via V given a known quantity and point count per line strip :
out vec4 fragColor;
void main()
{
// take input 1 and wrap to resolution
vec4 res1 = uTD2DInfos[0].res;
vec4 res2 = uTD2DInfos[1].res;
int gridRows = int(res1.w);
int gridCols = int(res1.z);
// get bottom left based index by uv and resolution
int myIndex = int(vUV.t * res1.w) * gridCols + int(vUV.s * res1.z);
ivec2 coord;
coord.x = myIndex % int(res2.z);
coord.y = myIndex / int(res2.z);
vec4 color = texelFetch(sTD2DInputs[1], coord, 0);
fragColor = TDOutputSwizzle(color);
}
Any chance we could have this built into the various “to TOP” operators in order to skip that step and define an output resolution? Or is this silly? I could see this getting further incorporated into converting to 3D texture somehow as well for well ordered point sets to dump into a volume? Just a thought.