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

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