Re: Postprocessing - binding shader variables
Matthieu Kraus <[email protected]> Mon, 01 Jul 2013 13:35:58 +0200
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <[email protected]> |
Greetings, What textures are you trying to bind how and where are they coming from? Note that if you just want to use the gbuffer of deferred they're already present as SVs in the global context (the shader manager one), so you simply have to reference them in your shader - see data/shader-snippets/deferred/ and in there use_buffer.xml in full and lighting respectively for the snippets that read from the two different gbuffer types. kind regards, RlyDontKnow Quoting Pedro Arthur <[email protected]>: > Hi, > > I'm trying to properly bind the input textures to the posteffect's layer's > shader, and I have some questions: > What's the correct way to do that? > > What csShaderVariableStack does? > > I also tried without success: > > csRef<csShaderVariable> sv = > iShader->GetVariableAdd(manager->svStrings->Request (inp.svTextureName)) > sv->SetValue(inp.inputTexture); > > > Thanks, > Pedro. ------------------------------------------------------------------------------ This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev