[GEM-dev] render chains: positive vs. negative differences
james tittle
tigital at mac.com
Tue Dec 6 23:50:47 CET 2005
On Dec 6, 2005, at 5:04 PM, IOhannes m zmoelnig wrote:
> james tittle wrote:
>> ...I've come across a stumbling block on the road to gem shader
>> nirvana, and I'm not sure why it's happening ;-\
>> ...here's what's happening: the "positive" render chains are
>> rendered after the perspective and view have been changed in the
>> gemwin, but "negative" render chains are always locked to the
>> default values for some reason? It seems to me that they should
>> also receive the perspective and view messages in the same way
>> the positive render chains do...
>> ...Is there something here I'm not seeing?
>
> i introduced negative render-chains to explicitly do on-screen-
> display. (e.g. you move the camera around, but want some
> information to be always displayed)
> it might have been not the very best idea to do this with negative
> render chains (but it is well documented (or so i thought), and
> there should be no real drawbacks by this "abuse")
...thanks for reminding me ;-) I've really been struggling with
getting some non-typical shaders (like mandelbrot calculators) to
work, and was afraid that the negative chains we're somehow throwing
a wrench into the works...but now I've eliminated that, and they
still don't work :-( Something's weird about using gl_MultiTexCoord0
& friends for passing in a position to the fragment shader...
...otoh, I don't recall seeing this in docs, so at least we can say
"search the list" from now on if it comes up!
l8r,
jamie
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