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jit.gl : multipass rendering (shader)

June 26, 2008 | 5:57 pm

Hi,
I’m actually working on some small shader (GLSL) in order to do some process on video.
I currently fronting a small barrier. How can I make a multipass fragment shader ? How can I render my scene into a texture in order to repass them into my shader process ?
If you got some examples patch, it will be really helpfull.
thanks for your help,
++
thomas


June 26, 2008 | 6:49 pm

perhaps you could use few connected jit.gl.slab objects?

On Jun 26, 2008, at 7:57 PM, Thomas Pachoud wrote:

>
> Hi,
> I’m actually working on some small shader (GLSL) in order to do some
> process on video.
> I currently fronting a small barrier. How can I make a multipass
> fragment shader ? How can I render my scene into a texture in order
> to repass them into my shader process ?
> If you got some examples patch, it will be really helpfull.
> thanks for your help,
> ++
> thomas


June 26, 2008 | 6:59 pm

yes,
it seems to be part of what I was searching for.
I’m doing some experiments, right now.
Thanks,
thomas.


June 27, 2008 | 4:42 am

If you want to render to texture, there are plenty of example patches. Most use ‘to_texture’ message to jit.gl.render, but you can also use @capture with jit.gl.sketch and its draw_objects method.

If you only need to render to texture a single object, @capture is the easiest method.


June 27, 2008 | 7:22 am

thanks,
I’ll check out all this today.


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