I think what you're effectively talking about is multi-pass GLSL
shaders. This isn't currently possible. However, provided you're
running Snow Leopard, you could load a model of your cube using the
3D mesh importer, write a custom OpenCL kernel to do something to the
vertices of the mesh, then pipe the result into a Mesh Renderer patch
inside a GLSL shader environment/macro patch. Don't know if there is
any advantage of this approach in your situation though.
Alex
On 7 May 2010, at 14:09, luca palmili wrote:
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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