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Author Topic: [NOT IMPLEMENTED YET] Transform-Feedback with GLSL-Shaders (Multipass Rendering)  (Read 3214 times)
marsuek
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« on: June 09, 2011, 04:16:13 pm »

Hi there,

I'm wondering wether the InstantReality shader-interface does support "Transform Feedback" as known from OpenGL to receive the values of varyings.

Is there perhaps a secret string to put in the ComposedShaders logFeature?


What I want to do is multipass rendering, meaning running several units of Vertex-, Geometry- & Fragmentshaders successively with the possibility to edit the input-vertexbuffer in a prior unit as input to its following unit.
I have read that in HLSL this might be possible and I think that the InstantReality-Node "PackagedShader" can perform something like that.


(source: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch06.html)

But I have to use GLSL because I'm running on a linux-machine. Does someone think that this is possible? Is there something comparable to the "stream-out"-functionality in HLSL up from ShaderModel 4.0 ?
« Last Edit: September 01, 2011, 01:20:32 pm by marsuek » Logged
yjung
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« Reply #1 on: June 10, 2011, 12:39:49 pm »

No, unfortunately this is also not implemented. Most of the whole modern shader stuff is still a todo. Very sorry for that. Sad
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