Re: Multipass Rendering


    Jan 19 2006 | 7:35 pm
    You can send the finished render directly to a texture with the"to_texture" message to jit.gl.render. See the ancient jit.gl.render.radialblur.pat example.
    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.
    -Randy
    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? > > yours, > William