Having first set up 100 shades of grey that could be picked at random. I was very pleased with the result but of course this seems to have used up the one and only texture slot.
You created 100 single Pixel textures.
Then used a swizzle to get just the Taxture.r value from it.
so that is what Limited you to 100 possible Start points.
Knowing that the Texture.r is a 3 digit decimal value from 0.001 to 1.0 ( or 1000 posible values )
A larger texture of random colored pixels and a Combination of all of the color values
(Texture.r * Textuer.g * Texture.b)
gives a possible 1,000,000,000 start points
But since our textures are limited to being 8 bit
the real limit is 16,777,216 random start points.
(256 * 256 * 256 ) = 16,777,216
If your Texture also contained random level of opacity ( the Alpha channel )
then you can extend the number to 4,294,967,296 random Start points.
(Texture.r * Textuer.g * Texture.b * Texture.a)
(256 * 256 * 256 * 256 ) = 4,294,967,296
go back and re-read this post from
@Theemuhttps://www.istripper.com/forum/thread/27449/147?post=756851