Hi Robert, Luc,
The shader supplied by this
technique doesn't implement any handling of multi-texturing itself so
it'll be up to the user to provide their own shaders to do this.
As a side note Luc, nothing forced you to use the
ShadowMap's own shaders and searchAndReplace... functionality. You could
simply replace the shaders, define your own uniforms for sampler name -
texture unit mapping, and do multi-texturing that way. That's what we did.
No shader provided by a library can be 100% flexible and support all use
cases (at least until shader composition is done). The shaders in the
older shadow techniques were no exception, but luckily you could replace
them.
Hope this helps,
J-S
--
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Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com
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