I had to reload textures THEN do a rebuild. The example didn't work way to great for me- I ended up writing my own script based off of something else you (Mikael) did to put the images onto a fractal.... and used rotations to spin them around.
//PARTIAL CODE!!!
#group Rotations
// Spokes number
uniform float Spokes; slider[-4,3,20]
uniform vec3 RotVector1; slider[(0,0,0),(1,1,1),(1,1,1)]
uniform float RotAngle1; slider[0.00,0,360]
mat3 rot1= rotationMatrix3(normalize(RotVector1), RotAngle1);
uniform vec3 RotVector2; slider[(0,0,0),(1,1,1),(1,1,1)]
uniform float RotAngle2; slider[0.00,0,360]
mat3 rot2= rotationMatrix3(normalize(RotVector2), RotAngle2);
uniform vec3 RotVector3; slider[(0,0,0),(1,1,1),(1,1,1)]
uniform float RotAngle3; slider[0.00,0,360]
uniform float time;
uniform float TimeStep; slider[-1.00,1,2.00]
mat3 rot3= rotationMatrix3(normalize(RotVector3), RotAngle3+time*TimeStep*.1);
//mat3 rot3;
uniform vec3 RotVector4; slider[(0,0,0),(1,1,1),(1,1,1)]
uniform float RotAngle4; slider[0.00,0,360]
mat3 rot4= rotationMatrix3(normalize(RotVector4), RotAngle4);
uniform sampler2D tex; file[quart.jpg]
uniform float TextureIter; slider[.1,5,100]
vec3 cycle(vec3 c, float s) {
return vec3(0.5)+0.5*vec3(cos(s*Cycles+c.x),cos(s*Cycles+c.y),cos(s*Cycles+c.z));
//return vec3 (texture2D(tex, c.yz)*orbitTrap.x*s*Cycles
// + texture2D(tex,c.xz)*orbitTrap.y*s*Cycles
// + texture2D(tex, c.xy)*orbitTrap.z*s*Cycles);
}
vec3 color(vec3 p) {
orbitTrap = vec4(1.0);
vec3 position=p;
inside(p);
orbitTrap.w = sqrt(orbitTrap.w);
vec3 orbitColor;
if (CycleColors) { // DOES NOT CYCLE!!! USED AS A BOOLEAN SWITCH
//orbitColor = cycle(X.xyz,orbitTrap.x)*X.w*orbitTrap.x +
p=(p)*rot3*(rot4)*(TextureIter*length(orbitTrap)); // * abs(orbitTrap)
orbitColor = texture2D(tex, p.yz)*(X.w+AOStrength*.25)
+ texture2D(tex, p.xz)*(Y.w+AOStrength*.25)
+ texture2D(tex, p.xy)*(Z.w+AOStrength*.25);
} else {
p=(p+position)*rot3*(rot4)*(TextureIter*length(orbitTrap)); // * abs(orbitTrap)
orbitColor = texture2D(tex, p.yz)*(X.w+AOStrength*.25)
+ texture2D(tex, p.xz)*(Y.w+AOStrength*.25)
+ texture2D(tex, p.xy)*(Z.w+AOStrength*.25);
}
return orbitColor;
}