Thanks for your reply.
I'm looking at the textureBufferInstancedExample but i don't really
understand how to use it.
For my project i would need more than 16.
Let me try to figure out what i should be doing, I need a vector<ofMatrix4x4> matrices;
which i use to store my list of
points? Depending on how many points i have, i do a matrices.resize(noOfPoints);
on update.
In my update method, i then set the points xy, info i want to pass to
shader, on the martices by using a loop
for(size_t i=0;i<matrices.size();i++){
matrices[i] = pointsData; //?? How do use this exactly??
}
Not familiar with using matrices, i just need to pass in 2 values per
point. Don't really understand the ofMatrix4x4 documentation. Is it like
so?
for(size_t i=0;i<matrices.size();i++){
ofMatrix4x4 tempMat = ofMatrix4x4 ( myPoint.x, myPoint.y,
0,0,0,0,0,0,0,0,0,0,0,0,0,0 );
matrices[i] = tempMat =; //Is this right?
}
Do i next run the buffer.updateData(0,matrices);
method?
Also how do i access the matrices info from the frag shader? I only see
it in the vertex shader.
Can i put this in the frag shader uniform mat4
? or do i get it from the tex?
modelViewProjectionMatrix;
Thanks!