hello,
i posted this topic slightly changed in gpgpu.org, but the people referred me to opengl.org, to posty again. so maybe you can help me.![]()
i'm relative new to computer graphics programming, but i'm trying to learn fast and need some piece of information. maybe you can help me or give me a hint for my special issue:
i'm using opengl with cg v1.4. and i want to use one vertex and one fragment shader.
that seems to be quite normal, but now comes the interesting thing: i want to render my scene to texture (no screen output is needed) and i want to render to 8 destination cameras.
that means, in the end, i need 8 textures, where the scene is rendered into. and i need color and depth information.
the next point is performance, so i dont want to use really 8 sequential rendering passes and always going back to cpu to read in the vertices. more nice would be, if i can feed in the modelviewprojection matrices for all 8 camera into 1 vertex shader and reach all information parallel to the fragment shader to process for 8 cameras.
what do you think, whats best for me? you have any hint?
thanks a lot!
chris



