quad, as in 4 verts, as in a plane. Texture your quad, bind the quad
to the shader you want, render it the quad with bound texture and
shader to another texture (b), output the texture (b) to the next
effect in the chain.
On Nov 25, 2007, at 5:48 PM, Alexandre Quessy wrote:
Hi,
2007/11/25, vade doktorp@mac.com:
I agree, this should be possible in theory. I suspect one should be able to build an abstraction that would dynamically load a shader program, render to a quad, send that quad to a texture and output the texture.
This is basically all jit.gl.slab does for stream processing.
What do you mean by a "quad" ? You mean to render it to a texture ? This would need to use something like pix_snap2tex ? (capturing the whole window render)
a
I still have heard nothing on the multitexture issue for GLSL
however, so there may be some gotchas.On Nov 25, 2007, at 3:40 PM, marius schebella wrote:
Hi alexandre, why do you think it is not possible? or what exacactly do you want to do? If you try to have several glsl programs like a filter bank, first
do glsl-blur, then glsl-bloom, then glsl-apply-texture-to-model...
then I think this only works with gemframebuffer plus playing around with "texunit 0", "texunit 1", and so on... and maybe also the right in/outlets of texture to reference gpu textures. unfortunately GEM on os x 10.5 is still broken, so I can only do
very rudimentary stuff (no developing), but before that I was trying to
do exactly this and I think it should be possible to do. marius.Alexandre Quessy wrote:
Hi, It seems like we cannot use two GLSL shader programs at a time. Hence, I need to merge both fragment and vertex programs to use them together.... Is there a way to use more than 2 shaders ? In Jitter, there is jit.gl.slab that allows that. http://www.cycling74.com/documentation/jit.gl.slab
If not possible in Gem, that would be an awesome add-on to it.
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