I like the idea of combining the passes into one, but if I had a blue object
and had to mask it into the red channel, wouldn't it just be black?
I had talked to a professor who had suggested a one-line fragment shader to do
RGB-> Luminance and use Color Masking to write into the appropriate channel.
Would rendering straight into a Luminance texture with Color Masking work?
In reality, this is actually more complicated in that it's not three objects,
but three separate frames of animation. So the main loop is:
while(1)
{
advance sim
frame(); // Render to red
advance sim
frame(); // Render to green
advance sim
frame(); // Render to blue
Render RTT texture to display.
}
Thanks for the suggestions and any further advice.
Mark
Mark A. Bolstad
Scientific Computing
Janelia Farm Research Campus
Howard Hughes Medical Institute
19700 Helix Drive, Ashburn, VA 20147
email: [email protected]
office: +1.571.209.4623
web: http://www.hhmi.org/janelia/
On Jul 14, 2011, at 8:58 AM, Jean-Sébastien Guay wrote:
> Hi Mark, JP,
>
>> I think easiest would
>> be to render to 3 luminance textures and then combine in another step
>> into rgb.
>
> Why not render 3 passes into the same RGB texture but just write to one
> channel per pass using color masking? You'd save the combine pass.
>
> J-S
> --
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