longer: the fragment shader needs to include a sampler2D (or sampler2DRect) to apply the texture. If you want lighting to work as well, you'll need to make the fragment shader + vertex shader work together to apply Lambertian shading + other lighting equations (there are examples of this out there -- including a really nice per-pixel lighting shader that looks very nice on curved surfaces).
(this is slightly different from using the texture input on the object itself -- that doesn't work due to QC's texture usage.)
Here's an example composition -- uses GLTools a tiny bit, but should work without.
short: yes
longer: the fragment shader needs to include a sampler2D (or sampler2DRect) to apply the texture. If you want lighting to work as well, you'll need to make the fragment shader + vertex shader work together to apply Lambertian shading + other lighting equations (there are examples of this out there -- including a really nice per-pixel lighting shader that looks very nice on curved surfaces).
(this is slightly different from using the texture input on the object itself -- that doesn't work due to QC's texture usage.)
Here's an example composition -- uses GLTools a tiny bit, but should work without.
nice example....
thanks... i'm playing with your patch... you are kind as always