On Tue, 2012-09-04 at 19:21 +0100, Robert Osfield wrote:
Hi Jeremy,
It should be possible to do a
drawImplementation(..)
{
state.apply(stateSetOne);
// do stuff
state.apply(stateSetTwo);
// do more stuff
}
I've settled on:
drawImplementation() {
I am creating a custom Drawable that needs to push a Fragment Shader
into the current rendering state and then, after a single extension
call, subsequently remove this shader from the state.
I have some code I noodled through to make this work, but I feel like
there is probably a better way. It
Doesn't a Drawable's state get applied prior to the call to
Drawable::drawImplementation()? If so, you could just put the _program in your
Drawable's StateSet?
It's easy to verify that things are happening in the right order using a
debugger with breakpoints set at your drawImplementation()
On Tue, 2012-09-04 at 11:05 -0600, Paul Martz wrote:
Doesn't a Drawable's state get applied prior to the call to
Drawable::drawImplementation()? If so, you could just put the _program in
your
Drawable's StateSet?
I'm working on a nodekit for NV_path_rendering, which takes an as of
yet
Hi Jeremy,
It should be possible to do a
drawImplementation(..)
{
state.apply(stateSetOne);
// do stuff
state.apply(stateSetTwo);
// do more stuff
}
I'm not 100% sure what will happen with the progress of draw traversal
w.r.t how the drawable StateSet if any is applied and then later
Hi Jeremy,
In the past I've done similar low-level 2-pass rendering in a Drawable,
by doing as Robert suggests. Apply one stateset, draw, apply another,
draw again (same or different geometry).
A Program is just state, so you need to draw something in between
setting different Programs.
On Tue, 2012-09-04 at 19:15 -0400, Jean-Sébastien Guay wrote:
Hi Jeremy,
In the past I've done similar low-level 2-pass rendering in a Drawable,
by doing as Robert suggests. Apply one stateset, draw, apply another,
draw again (same or different geometry).
A Program is just state, so you
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