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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