Thanks for the quick reply, but I'm not quite sure I follow. To clarify, 
are you saying that if I have 2 shaders, both reading from 
_rt_FullFrameFB, and I render the first one with the render target set 
to default (materials->SetRenderTarget( NULL ), the second one's input 
will still be the original image before the first was applied?  To put 
it another way, is _rt_FullFrameFB altered by rendering to the default 
rendertarget?

I suspect a lot of my confusion stems from not knowing precisely what 
CopyRenderTargetToTexture() and SetFrameBufferCopyTexture are doing and 
why.  Really, SetFrameBufferCopyTexture is the more mysterious of the 
two.  I was working under the assumption that the reason the system 
needs to know which texture is a copy of the frame buffer is so that it 
could be automatically updated, which is why I thought that rendering 
one pass would affect the input to the next.  Is this incorrect?

Tony Sergi wrote:
> You can just copy the scene to a render target once, and then draw the RT 
> directly over the screen with one shader, and then draw it again with the 
> second shader.
> You don't need to render the effects into the same RT.
>
>
> -Tony
>
> -----Original Message-----
> From: hlcoders-boun...@list.valvesoftware.com 
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray
> Sent: February-13-09 7:46 PM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] Rendering pipline & non-interacting post-process effects
>
> Hey List,
>     I'm trying to figure out a bit about the current rendering pipeline
> so that I can set up and run a couple of different post process effects
> at a time.  My goal is to have each effect read from an unaltered
> framebuffer so that the successive effects won't interfere with each
> other, but rather will be able to be blended in a more specific way.  A
> good example of the kind of situation that I need this for would be the
> edge highlighting and blur filters.  I don't want the edge highlighter
> to read from the results of the blur filter because then the edges won't
> be quite true, but I also don't want the blur filter to read from the
> results of the highlighter, because then the highlights will be blurry
> as well.
>     I ran across a couple of functions that might be useful in doing
> something like this, such as materials->CopyRenderTargetToTexture,  and
> I could always just create a custom render target and then copy that to
> the frame buffer when the composition is complete, but I can't shake the
> suspicion that there is some kind of support for this kind of thing
> already that I'm just missing.
>     Is there, or should I just roll my own?
>
>
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