Passing RenderTexture to Cg

Hi,

I am experiencing problems with passing a RenderTexture ( www.gpgpu.org/developer ) to a Cg shader in a consecutive render pass. The basics of my rendering is,

  
rt1->BeginCapture();
// render 
rt1->EndCapture();

rt2->BeginCapture();
// Cg, see below
// render
rt2->EndCapture();

RenderFloatBuffer(&rt2);

Sending the rt1 texture to Cg I do with the following calls

  
g_prtFrontfaces->Bind();
g_prtFrontfaces->EnableTextureTarget();
cgGLEnableProfile(g_cgProfileFP);
cgGLBindProgram(g_cgFragDirection);
cgGLSetTextureParameter(g_cgParmFrontfaces, g_prtFrontfaces->GetTextureID());
cgGLEnableTextureParameter(g_cgParmFrontfaces);

My fragment shader is very trivial,

  
float4 raydirection( fragment_t fragment_s,
                     uniform sampler2D texture
) : COLOR0
{
 float4 result;
 float3 frontface;
 float3 backface;
 frontface = tex2D(texture,  fragment_s.coordinate.xy).rgb;
 //frontface.rgb = texRECT(texture, screen.xy);
 backface.rgb  = fragment_s.color.rgb;
 //result.rgb = normalize(backface.rgb-frontface.rgb);
 //result.a   = length(backface.rgb-frontface.rgb);
 result.rgb = frontface.rgb;     
 return result;
}

I am capable of performing the following

  
rt1->BeginCapture();
// render 
rt1->EndCapture();
RenderFloatBuffer(&rt1);

But not transfering the rt1 to the next render pass and use it in a my Cg shader.

Any sugestions to what I might be doing wrong?

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