Hi,
I'm developing some custom patches for QC to render OpenGL primitives. I saw
that this patches are embeddable in a GLSL macro. For example, if I write a
patch P that renders a cube, if I put P into a GLSL macro I can modify
vertex and fragment shader for the cube.
Is it possible to invert the process? I mean: is it possible to write a
custom OpenGL macro M that receives vertices from the OpenGL-patches inside
it? For example, if I render a quad Q with LG Quad kineme patch and put it
into M, is it possible to 'catch' Q vertices inside the custom macro M and
shade them as I want? One possible use of this process is a possible
shadow-mapping implementation..

Thank you!
Luke
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