[Solved] Cinder native approach to multi-texture geoms?

Another good idea @paul.houx which I’ll keep in mind moving forward.

For anyone else reading along, what I’ve gathered, you can use Cinder’s Texture3d object, and set the format to GL_TEXTURE_2D_ARRAY, to use a 2d texture array.

In my case, I want one of the Cube’s textures to originate from an FBO, so using a Texture3d would likely include a costly call to update() the 3d texture every frame, making it less appealing than simply referencing a different sampler2d variable.

Last but not least for anyone wanting to use the Texture3d object, I don’t know if Cinder easily supports attaching 3d texture coordinates to its geom objects. Perhaps it’s possible to use a modifier like this:

But I reckon the approach in the forum link above only modifies existing values, rather than extend them (i.e. from 2 to 3 floats).

Last but not least, I’m still investigating why rendering an FBO texture on Cinder’s geom::cube flips it backwards:

Cheers for all the awesome ideas and approaches to multi-texturing geometry!

Gazoo