[quote="Valerien":dg5wwsw0]Thank you for your answers.
[quote="tulamide":dg5wwsw0]If you only need to output to screen, then yes, this is easy with pixel shaders. If you want to save such altered textures, you would need the canvas/image manipulator objects.[/quote:dg5wwsw0]
In fact, i'd like to be able to import like 3 mask textures packed into a single RGB file, as the memory will handle it as a single texture. I'd use those for operation on the screen like to simulate the shadow of the clouds on the ground or so.
[quote="tulamide":dg5wwsw0]Not sure, what exactly you have in mind. [/quote:dg5wwsw0]
Here's what I meant :
It can be usefull to avoid creating too small tiles with several variations (using a single really detailed 512 texture instead, which leaves you the possibility to put more stuff in it). Would also it have an impact on performance on huge surfaces (like a dungeon) ?[/quote:dg5wwsw0]
I've toyed with that using a distort map. The U, and V are tileable.
I didn't notice a big hit to performance, but you are limited on rows/ columns.