Well, I've moved triangles made with the mesh creator in the past but what 
seems to be a problem here is using the mesh creator in point mode, and then 
sending that data to the mesh renderer. If I change to triangle mode, this 
works. gl_Color is passing along fine in the fragment shader.

In the vs, I'm getting the length of a texture and moving points that should 
have a z of 0 by adding the texture value (not multiplying) to the z lane, ala 
typical extrusion height field.

This is a kinda complex composition that sets up a fluid sim via texture, 
passes that along to a kernel that computes a particle sim. I thought it would 
be cool to just extrude the particle sim with texture and add ao using a shader.





On Aug 29, 2013, at 11:50 AM, Achim Breidenbach <[email protected]> wrote:

> George,
> 
> do I read correctly between the lines that you already tried it, but didn't 
> succeeded? ;-)
> 
> I didn't use the Mesh Renderer too much, but I can remember that manipulating 
> the coordinates was one thing I've tried and it worked. (ages ago)
> 
> Do you have a composition that don't work like you expected?
> 
> best,
> 
> Achim Breidenbach
> Boinx Software Ltd.
> 
> On 29.08.2013, at 17:42, George Toledo wrote:
> 
>> Should it be possible to render a bunch of points using the mesh renderer, 
>> and then to control z position by using a glsl vertex shader?
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