Comments (2)
I don't think this phrase is right in your issue description: "the default texture-stage is always available". Maybe I misunderstood what you mean, but to the renderer / shader, the default texture stage is treated no differently than any other, and it's not present if there's no texture assigned.
So, I'm still on the fence about this. It feels weird to me to have the default stage's texture matrix applied, and then suddenly disappear when you add a texture to even a non-default texture stage. On the other hand, it is also fairly harmless. But we'd also have to apply it to other inputs that may be specified on a per-stage basis.
I'm wondering if we should have a way to explicitly say that a texture matrix is meant to be a fallback intended for all texture stages without an explicit texture matrix assigned.
Another way to solve your problem is to give you a way to explicitly bind to the texture matrix of the default texture stage, such as with a p3d_DefaultTextureMatrix
input or similar.
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I don't think this phrase is right in your issue description: "the default texture-stage is always available". Maybe I misunderstood what you mean, but to the renderer / shader, the default texture stage is treated no differently than any other, and it's not present if there's no texture assigned.
Hmm... I suppose that, from my perspective as a dev using the texture-stage, it appears to be "always available": it's always accessible via "TextureStage.getDefault()", and operations that use it (such as texture-offsets) always seem to accept it.
It feels, intuitively, like doing something with the "default" texture-stage should be reflected.
So, I'm still on the fence about this. It feels weird to me to have the default stage's texture matrix applied, and then suddenly disappear when you add a texture to even a non-default texture stage.
That would be odd--but also unexpected? Would a texture-matrix derived from a non-default texture-stage not appear in one of the other slots in the array of matrices? (i.e. Not in "p3d_TextureMatrix[0]
", but rather in "p3d_TextureMatrix[1]
", or "p3d_TextureMatrix[2]
", etc.?)
I'll admit that I seldom used other texture-stages myself, so I'm not all that familiar with how they're handled...
I'm wondering if we should have a way to explicitly say that a texture matrix is meant to be a fallback intended for all texture stages without an explicit texture matrix assigned.
Hmm... That could work.
I'm tempted to suggest that this be the new purpose of the "default" texture-stage--after all, it is a "default"--but that would likely break extant code. And a lot of it.
Another way to solve your problem is to give you a way to explicitly bind to the texture matrix of the default texture stage, such as with a p3d_DefaultTextureMatrix input or similar.
Ah, this is an interesting solution--I like it!
It should do the job, and be fairly intuitive, and not break anything already implemented! ^_^
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