You can send the finished render directly to a texture with
the"to_texture" message to jit.gl.render. See the ancient
Since this operation is being done on the hardware now, the
destination size of the render must match the size of the texture
exactly. This is not true in the aforementioned example. Change the
message box "name blurry, size 258 258" to "name blurry, size 256
256" and it should work fine.
On Jan 19, 2006, at 9:13 AM, William Wong wrote:
> Hi all,
> I am working on a graphics project which need to have a dynamic
> scene under water.
> I have made a custom shader for the water effect but I am still in
> lack of the way to do dynamic texturing.
> I have tried to use "output to matrix" method to compose my texture
> but it is very slow (the Jitter document said it is software-
> rendered and rendering to a matrix)
> Would anyone of you know a way to do multipass rendering so I can
> have hardware accelerated in both rendering the texture and the scene?
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