Arkh89
01-10-2011, 02:37 PM
Hello everybody,
I was using FBO to render to texture (RTT) with only one target (a single color attachment). In order to process the image rendered, I was using shaders. It was obvious to me that a fragment program was executed for each pixels of the target.
Now, I want to use multiple targets ability of the RTT pipeline and shaders (by binding multiple color attachments to a single FBO and specifying which shader output target is linked with each attachment). But, the previous idea is going wrong here, if I use different sized targets...
How many shaders run when I render to different sized target and how pixels are accessed in this case? (for instance, a target is 64X32 and another is 256*64)
How does it work???
Thanks,
Arkh
I was using FBO to render to texture (RTT) with only one target (a single color attachment). In order to process the image rendered, I was using shaders. It was obvious to me that a fragment program was executed for each pixels of the target.
Now, I want to use multiple targets ability of the RTT pipeline and shaders (by binding multiple color attachments to a single FBO and specifying which shader output target is linked with each attachment). But, the previous idea is going wrong here, if I use different sized targets...
How many shaders run when I render to different sized target and how pixels are accessed in this case? (for instance, a target is 64X32 and another is 256*64)
How does it work???
Thanks,
Arkh