Comments (4)
Oh and... FOG+alphablend+alphatest shader will be a good one:) (work together)
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Hello Dennis,
may be I need to create a new issue, but I guess I have the same sort of question.
I tried to create my own multitextured custom material that doesn't use uDiffuseTexture variable in the material fragment shader. Instead of that I tried to pass bitmap to the shader (I've got some code from http://code.google.com/p/opengles-book-samples/source/browse/trunk/Android/Ch10_MultiTexture/src/com/openglesbook/multitexture/?r=45).
I have no problem with it's launch, but after restarting the screen (after being it turned off) I get no textured 3D object. Debugger writes me something like [com.mydomain.wallpapers.mywallpaper.MovingMapMaterial] Could not get uniform location for uDiffuseTexture. So I got a solution for a while – to use uDiffuseTexture and for example uNormanTexture.
But maybe there is some quick way to make the things right, isnt'it?
from rajawali.
Hi there adolgoff,
It seems multiple diffuse textures are now supported. Take a look at this: 0b518a2
from rajawali.
Use DiffuseMaterial
if you want fog support.
from rajawali.
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