Hello I want to do 2 shader passes on an actor. I tried something like this:
....... CutterActor *tex0 = clutter_clone_texture_new(offscreen_actor); clutter_actor_set_shader(tex0, shader0); CutterActor *tex1 = clutter_clone_texture_new(tex0); clutter_actor_set_shader(tex1, shader1); ....... What I get is tex1 is a copy of offscreen_actor with shader1 applied, while I wanted to get tex1 to be a copy of tex0 (after shader0 is applied on tex0) with shader1 applied. Am I doing something wrong? I though about doing it instead in the paint callback of an actor. There I would use COGL to create a framebuffer objects and perform the passes directly. Is it the right way to do it? Thanks John
