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ShmeeBegek

Saving values across rendering passes (Cg)

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Sorry for the two posts, I had already posted the other when I remembered that I had meant to ask about this too... I have two similar rendering passes that both need texture coordinate, light normals, and a few other things that are generated / procured on the first pass by the fragment shader. I have not seen any way for a fragment shader to save values for a pixel across passes (such as putting them in a texture or some-such), does anyone know of a way around simply generating all of these values twice? Thanks, ~SPH

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Things called 'G-buffers' can be used, a nice article on deferred shading gives some info. Basically, framebuffers in DX9 level cards can store floating point info like positions, normals, texture coordinates etc., but don't forget they suck up mountains of VRAM.

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>>except that it is DirectX specific<<

no its not, perhaps youre getting confused with the " floating-point framebuffers in the DX9 hardware generation"

which means u need >= gffx or >= radeon9500

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