Let me be a bit more specific. We are looking to use a single texture channel, to create approx.16 individual masks. In order do so, we need to clip any value
above, say, [ 0.54 ] brightness to black, and then, clip any value
below [ 0.50 ] brightness to black (the rest is fairly simple).
- clip-map-grey.png (48.75 KiB) Viewed 4467 times
- clip-map-grey-min-max.png (8.05 KiB) Viewed 4467 times
ReadFromAtlasd doesn't seem like it will work for our purposes - the entire point is that each mask stays in it's exact UV position, and all other masks are overwritten with black, as the intention is to mask a specific piece of UV mapped geometry.
The system works very with specific texture maps, but it just requires many separate maps which is just grossly inefficient, and we are already running out of texture memory.
I look forward to more ideas! It is so very close, I can almost taste it!
cheers
jake