Then you need to use a mesh object which supports attachment of  
arbitrary render buffers, I would suggest genmesh (even though thing  
also supports it). Use the API to create and add cs/iRenderBuffer  
containing the data you would like.

When you add it you also give it a name; this name is then later used  
in the shader to map it to a specific input parameter in your vertex  
program.


-Marten

Quoting Piotr Obrzut <[EMAIL PROTECTED]>:

> Hi Jorrit,
>
> Tuesday, February 13, 2007, 12:01:19 PM, you wrote:
>
>> On 2/13/07, Piotr Obrzut <[EMAIL PROTECTED]> wrote:
>
>>> Thanks. Now I would like to set second (or higher) texcoord of   
>>> every mesh - I
>>> would need to do this only once, what do you suggest?
>
>> What exactly do you mean by this? Setting what texcoord to what?
>
> I would like to set the texture coord available in shader as
> TEXCOORD4 (for instance). I want to pass there additional data required by
> technique I'm implementing.
>
> --
> greetings,
>  Piotr Obrzut                           mailto:[EMAIL PROTECTED]
>
>
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