[PD] Gem: Using 2 glsl_program objects ?
marius.schebella at gmail.com
Sun Nov 25 22:53:00 CET 2007
actually, I did a quick test now, and it does not work.
it seems gemframebuffer and glsl program don't play together.
a chain like
does not produce any texture in gemframebuffer (only black or whatever
bg color you use).
> I agree, this should be possible in theory. I suspect one should be able
> to build an abstraction that would dynamically load a shader program,
> render to a quad, send that quad to a texture and output the texture.
> This is basically all jit.gl.slab does for stream processing.
> I still have heard nothing on the multitexture issue for GLSL however,
> so there may be some gotchas.
> On Nov 25, 2007, at 3:40 PM, marius schebella wrote:
>> Hi alexandre,
>> why do you think it is not possible? or what exacactly do you want to do?
>> If you try to have several glsl programs like a filter bank, first do
>> glsl-blur, then glsl-bloom, then glsl-apply-texture-to-model... then I
>> think this only works with gemframebuffer plus playing around with
>> "texunit 0", "texunit 1", and so on... and maybe also the right
>> in/outlets of texture to reference gpu textures.
>> unfortunately GEM on os x 10.5 is still broken, so I can only do very
>> rudimentary stuff (no developing), but before that I was trying to do
>> exactly this and I think it should be possible to do.
>> Alexandre Quessy wrote:
>>> It seems like we cannot use two GLSL shader programs at a time. Hence,
>>> I need to merge both fragment and vertex programs to use them
>>> together.... Is there a way to use more than 2 shaders ? In Jitter,
>>> there is jit.gl.slab that allows that.
>>> If not possible in Gem, that would be an awesome add-on to it.
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