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Off Screen Buffer?
#202769
04/16/08 21:32
04/16/08 21:32
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Joined: Jun 2005
Posts: 656
Grafton
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I am writing an object shader that needs the pixel shader to output to an off screen buffer in one pass, then retrieve the buffer in a future pass. I have tried various methods without success. Is there support for creating and using such a buffer somehow in Game Studio? Thanks.
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Re: Off Screen Buffer?
[Re: jcl]
#202868
04/17/08 15:59
04/17/08 15:59
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Joined: Jun 2005
Posts: 656
Grafton
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Thanks JCL, sorry for not being more specific with my question. The problem I am having, is that I do not want to store or process a view, but a separate map based on the object the shader is attached to. I then need to process this buffer in a subsequent pass and blend it back with the objects color map. I have read that usually the vertex shaders "Color" output semantic can designate output to a certain render target, ie ":Color1. However, It seems this only works in game studio when the render target is attached to a view for post processing. Is there a method of creating one or several render targets (MRTs), for the output of a vertex shaders pass that can contain anything I design the vertex shader to write to it (such as a particle rendering based on the objects UV map)? Thanks again for your time.
Not two, not one.
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Re: Off Screen Buffer?
[Re: jcl]
#203026
04/18/08 22:28
04/18/08 22:28
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Joined: Jun 2005
Posts: 656
Grafton
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Thanks JCL, I appreciate your time.
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