Ogre Version: 3.0
Operating System: Win11
Render System: d3d11 / gl3+
Is it possible to create Ogre::Mesh with e.g. 2 texture coordinates which are mapped to TEXCOORD0 and TEXCOORD5 in HLSL and using layout(location=7) and layout(location=11) in GLSL for input attributes?
It seems that in both render systems technically there is no restriction, however in Hlms::calculateHashForSemantic only VES_TEXTURE_COORDINATES is checked (and not those values +1, +2, etc. for other texture coordinates). Also the local variable semIndex in Hlms::calculateHashForV2 gets out of bounds.
I didn't try to create vertex buffer for Ogre::Mesh using 2 VES_TEXTURE_COORDINATES, but I suppose, if it works, internally it assigns texture coordinates to the channels 0 and 1 (TEXCOORD0 and TEXCOORD1 in HLSL, and locations 7 and 8 in GLSL), right?
I would like to store in higher texture coordinate channel my custom values for each mesh - I know that all input meshes will use either 1 or 2 texture coordinates and I would like to store my custom data in a fixed channel. I know that I can store them in TEXCOORD0 and those optional uv coordinates in following, but I would like to use those lower 0 and 1 for the standard usage - mapping the textures.