I am trying to prototype an OpenGL SL solution in Quartz Composer. I can get a convolution kernel working inside Quartz Composer (Thanks to help from this list).
I really need to run two convolution filters which means I need to finish one pass and then run another shader on the output of the first pass. I thought that Render In Image would be the correct way to do this. Put the first shader inside a Render In Image macro and then feed that into the second GLSL Shader. I got some really strange results. I bypassed the second shader and just put the output from Render In Image on a Billboard. I fed a movie from a video camera in. It almost looks like every other frame is correct, but every other frame has junk that almost looks like an error message in it. Questions: 1) Is Render In Image the correct way to collect the output of a Shader to pass on to another macro? (If not, is there a good way to do this?) 2) Are there any special tips or tricks to getting a GLSL shader working inside a Render In Image macro? Thanks, Dean Pulsifer -------------------- Believe in yourself, say what you mean, do what you say
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