I have a question. Hope I make it clear.
I have a grid of 9x9 that I want to draw texture file into. So I will have 81 squares drawing textures that has transparency in the texture.
That is easy enough.
But the texture is an atlas of also a grid of 9x9. That is no issue, I have it working and I set the texture position and it passes in text coord to the shader to draw the correct square.
That is all simple.
Next complication is these squares need to be made up of 6 different textures on top of each other and to end up making a final texture. The texture has transparencies that the end results shows a combination of all possible 6 textures (can range from 1 - 6 textures).
What is the best way to approach this. I don’t think creating a grid of 9 x 9 with (6 nodes to each grid) make any since.
I’ve also, thought of creating an array of 6 text positions and passing it to my shader and it calculates the text coord and combines up to all 6 together to create a final color output.
I wanted to check to see if there is something inside of JME or other people ideas that make this easy.
I don’t want to end up with almost 500 nodes of quads to draw this small area.