Jump to content

Recommended Posts

Posted

[App.h]:

Buffer* mybuffer;
Buffer* mainbuffer;
Texture* mytexture;
Texture* mydepthtexture;

 

[App.cpp, App::Start after context = Context::Create(window);]

mainbuffer = Buffer::GetCurrent();
mybuffer = Buffer::Create(context->GetWidth(), context->GetHeight(), 2, 0);
mytexture = Texture::Create(context->GetWidth(), context->GetHeight(),Texture::RGBA,0,1,0);
mydepthtexture = Texture::Create(context->GetWidth(), context->GetHeight(), Texture::Depth, 0, 1, 0);
mytexture->SetFilter(Texture::Smooth);
mybuffer->SetColorTexture(foregroundtexture1);
mybuffer->SetDepthTexture(foregrounddepthtexture1);
mybuffer->Disable();

 

[when rendering (normally in App::Loop())]

world->Update();
Buffer::SetCurrent(mybuffer);
mybuffer->Enable();
world->Render();
mybuffer->Disable();
Buffer::SetCurrent(mainbuffer);

Posted

Sorry, I think I need to reword my question. I'm trying to write to a custom buffer using a model fragment shader. I want to access this buffer using a post-process shader. Is there a way to do this? Right now the only way I can think of accomplishing this is to cram values into the depth/normal/diffuse buffers, but then that messes up other post-processing effects.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...