support for multi-pass shader

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BlindSide
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Post by BlindSide »

slavik262 wrote:
sio2 wrote:
ACE247 wrote:Render Targets... :lol:
NO RENDER TARGETS.
Can you explain what you mean by this? How did you go about it?
He draws it multiple times with transparency?. Walla, multipass. I really hate that buzz word.
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Kalango
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Post by Kalango »

slavik262 wrote: Also,
Kalango wrote:Also, rtts ou can simulate post processing via software...its slow tho...
What do you mean by this?
it means you can simulate post processing manipulating pixels of some render target. You 'save' your screen shot to a texture, manipulate it and then put it on the screen(screen quad). Aint i right?
getPixel and setPixel...
I havent test it, but i think this also can work directly on screen without render targets.
slavik262
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Post by slavik262 »

I'm aware of that, and you'd do it in a shader with tex2D (in HLSL anyways). My inquiry was as to what sio2 meant by a multi-pass material besides the render target route.
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