Any idea on using shader, e.g. jit.gl.slab, to do frame difference without providing the last frame explicitly ? In another word, how may I store the old frame in texture, while receiving the new frame stream only ?
not that i'm aware of, but i'm not a shader expert. i believe that's the nature of shaders, each pass only deals with the the pixel or vertex values at that moment in time. this is why they perform so fast. i don't really think passing the one texture will slow you down that much.
might be a better question for a glsl forum, but perhaps others know more.