and… it’s teasing me, because: how? How do I give the splines individual colours, when they are not individually processed like in a phongdirectional, for instance and are not accepting spreaded inputs? I’m up for messing with code if that’s what it takes, but… does it?
@woei - if you want, i can move splinesGPU to submodule and make pull request to your repo. Currently i moved all code to one repo because 1) don’t saw your repo on github, 2) Planned to modify splines for particles support, but currently using another shader for generating splines coordinates.
Woei, Thanks for the reply. And no sweat. I’m just fooling around trying to do/learn stuff. (Whereas my “up for messing with code” was a bit bold, to say the least;) But good to know that something’s coming up!
alg… I clicked through it for a bit, and while I saw that I can have spreaded colors through the Color From Texture (?), I’m losing the material. Will try it out in my patch in question anyways, but is there anything I’m missing, maybe?
Yes, you need to pass a texture to shader, where every pixel is color for line. Currently this technique is disabling the Phong shading (just check the code). If you want, i can add a option, to multiply color from texture to phong color, or make it by default.