Hi all, is it possible to setup QC to use float textures? I want to create a few GLSL shaders that input and output float textures but couldn't find anywhere to set it up...
In leopard, float textures are supported when the video card supports them I think. GLSL doesn't output textures, but it'll use the textures you provide for input. CoreImage filters handle float textures just fine, as far as I've been able to tell. Ultimately, it depends on the context that's provided to QC. In the QC app itself, I don't think the context is floating point, but in external apps it possibly could be.
also I'd like to use the output of some GLSL shaders as inputs to other GLSL shaders, so currently i'm doing a render in image for the shaders and connecting them up, is this the best (if not only) way to do this?
That depends on what you mean by "output" -- GLSL shaders currently perform 2 operations: Vertex transformation and fragment generation. When you feel a render-in-image into a GLSL patch (as a texture), you're just feeding the fragment part back through. If that's all you need to accomplish what you're interested in doing, then that's perfectly fine -- it's currently the only way to do it. If you need to pass transformed vertices through another Vertex Shader though, you're out of luck for the time being: there's no provision for transformation feedback in GLSL in QC yet.
-- [ christopher wright ] [EMAIL PROTECTED] http://kineme.net/
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