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
_______________________________________________ Do not post admin requests to the list. They will be ignored. Quartzcomposer-dev mailing list ([email protected]) Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com This email sent to [email protected]

