I agree, this should be possible in theory. I suspect one should be able to build an abstraction that would dynamically load a shader program, render to a quad, send that quad to a texture and output the texture.
This is basically all jit.gl.slab does for stream processing. I still have heard nothing on the multitexture issue for GLSL however, so there may be some gotchas. On Nov 25, 2007, at 3:40 PM, marius schebella wrote: > Hi alexandre, > why do you think it is not possible? or what exacactly do you want > to do? > If you try to have several glsl programs like a filter bank, first do > glsl-blur, then glsl-bloom, then glsl-apply-texture-to-model... then I > think this only works with gemframebuffer plus playing around with > "texunit 0", "texunit 1", and so on... and maybe also the right > in/outlets of texture to reference gpu textures. > unfortunately GEM on os x 10.5 is still broken, so I can only do very > rudimentary stuff (no developing), but before that I was trying to do > exactly this and I think it should be possible to do. > marius. > > Alexandre Quessy wrote: >> Hi, >> It seems like we cannot use two GLSL shader programs at a time. >> Hence, >> I need to merge both fragment and vertex programs to use them >> together.... Is there a way to use more than 2 shaders ? In Jitter, >> there is jit.gl.slab that allows that. >> http://www.cycling74.com/documentation/jit.gl.slab >> >> If not possible in Gem, that would be an awesome add-on to it. >> > > > _______________________________________________ > [email protected] mailing list > UNSUBSCRIBE and account-management -> > http://lists.puredata.info/listinfo/pd-list _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
