On Dec 6, 2005, at 5:04 PM, IOhannes m zmoelnig wrote:
james tittle wrote:
...I've come across a stumbling block on the road to gem shader nirvana, and I'm not sure why it's happening ;-\ ...here's what's happening: the "positive" render chains are rendered after the perspective and view have been changed in the gemwin, but "negative" render chains are always locked to the default values for some reason? It seems to me that they should also receive the perspective and view messages in the same way the positive render chains do... ...Is there something here I'm not seeing?
i introduced negative render-chains to explicitly do on-screen- display. (e.g. you move the camera around, but want some information to be always displayed) it might have been not the very best idea to do this with negative render chains (but it is well documented (or so i thought), and there should be no real drawbacks by this "abuse")
...thanks for reminding me ;-) I've really been struggling with getting some non-typical shaders (like mandelbrot calculators) to work, and was afraid that the negative chains we're somehow throwing a wrench into the works...but now I've eliminated that, and they still don't work :-( Something's weird about using gl_MultiTexCoord0 & friends for passing in a position to the fragment shader...
...otoh, I don't recall seeing this in docs, so at least we can say "search the list" from now on if it comes up!
l8r, jamie