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? > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders