Hey List, I'm trying to figure out a bit about the current rendering pipeline so that I can set up and run a couple of different post process effects at a time. My goal is to have each effect read from an unaltered framebuffer so that the successive effects won't interfere with each other, but rather will be able to be blended in a more specific way. A good example of the kind of situation that I need this for would be the edge highlighting and blur filters. I don't want the edge highlighter to read from the results of the blur filter because then the edges won't be quite true, but I also don't want the blur filter to read from the results of the highlighter, because then the highlights will be blurry as well. I ran across a couple of functions that might be useful in doing something like this, such as materials->CopyRenderTargetToTexture, and I could always just create a custom render target and then copy that to the frame buffer when the composition is complete, but I can't shake the suspicion that there is some kind of support for this kind of thing already that I'm just missing. Is there, or should I just roll my own?
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders