I've been playing around with shaders and have normal mapping working pretty well -- at least as long as I'm running within the VS Editor. However, when I create a build and test there, it seems to not include the necessary textures.
The problem seems to be that the build process only includes hard-coded texture paths, e.g. this works fine when I run my build:
graphics.shaderUniform(shader, "_t_normal", "vispath:frame01_n.png")
However, when I construct the path to the texture dynamically at run-time, the texture is not included in the build and hence my effect falls apart. Even something as simple as this makes it not include the texture in the build:
graphics.shaderUniform(shader, "_t_normal", "vispath:frame01_n" .. ".png")
Looking into the generated report.txt I can confirm that my texture is indeed not included in the build here.
I've tried including the texture in an unused animation on my character, in which case it does appear to be included in the build according to report.txt, but I can't seem to access it at the expected path to pass it to my shader.
Is there any way I can force the build process to include specific textures? Preferably via Lua so that I can just include a big directory tree of images?
This is with VS 5.0.9 on Mac OS 10.13.6.