Yep, that is not suppose to happen. Fortunately easy to reproduce. If the "Load Texture"-Button gets a new valid Texture back from the VaM-Filebrowser I destroy the previous one in an attempt to keep memory clean. I expected it it be instanced from the other Plugins and so I was very aggressive about keeping memory free.
Concerning what you (MonsterShinkai) wrote on Discord DM
That should be no problem to add. Was thinking about a drop-down menu similar to the Color Logic.
From there you can pick from various "Geometry Logic" behaviors. Scaling the tiles would then be one of them.
That's probably something to look into when I investigate Shaders and Materials more. Currently the Visualizations use the "Sprites/Default" Shader. Unlike other typical VaM Materials the main reason to use this one is - it uses Vertex-Colors. So each geometry point has a color assigned. It is always 'unlit' - no shadows. And it's faster to render compared to the "Standard" Shader where colors come from the the material-color. Vertex-Colors are nice for Visualizations because the color "fine control" for each point.
What would happen if I changed the Shader to "Standard"?
It would need light to become visible, it would have shadows, but no color (or material color only).
The Visualizations really need a good custom Shader.
That would open up the floodgates for all kind of new customization options.
I've experimented with a simple custom one that I created with a Shader Editor named Amplify. At one point I had a version where I loaded this one ...
View attachment 155574
... from an AssetBundle. It worked, but to be honest I absolutely hate AssetBundles. I removed that code part again. I get why they are useful for game-development, but I just find the workflow to create them super annoying, they add so many additional potential points of failure and they are more or less black box once packed. If I can avoid them I will avoid them. Not sure whether that will be possible with Shaders to load them "directly" into VaM.
Hmm that reminds me, I think the VaM integrated RythymTool does something similar when a audio file is loaded.
Could try to "steal" the required data from that one too. I think that should be 100% the same data every time it loads - as long as the audio file is the same.
Meanwhile more experiments ... back to cave now.
OMG Cant wait for the AVGRID for VAM!! YEEEES