Jump to content
  • Advertisement
Sign in to follow this  
inthecrossfire

OpenGL GLSL Multipass

This topic is 3892 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I've been trying to find example code of how to do the following (which I've built in Rendermonkey): I have one shader that takes the output from another shader as a texture and does some stuff to it (not just blending) before sending it to the screen. I'm just wondering how to do it from the OpenGL side. Do I have to create a buffer in the video memory to store the output from the first shader and then how do I pass that to the second shader? Cheers, Jake

Share this post


Link to post
Share on other sites
Advertisement
You need to have a render to texture, so that in the first pass, you can render to the texture. Search for FBO.
The extension's name is GL_EXT_framebuffer_object

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!