Comments (2)
chain the renders one after the other.
look at the rendering to texture example. the first program renders the second program's texture
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I see. Yes, that will work. So, do you have a working example of how to use multiple color attachments? From my reading, this seems to be done as a convenient way for a single fragment shader to render to multiple buffers at the same time, but not so much for two separate pipelines to each use one attachment. Is that right?
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Related Issues (20)
- Some functions have no signature in the docs
- Converting large variables from type Int(32) to LongLong(64) HOT 2
- x11 error HOT 1
- Ubuntu 22.04 Exception:(standalone) cannot create context HOT 7
- Stencil buffer support HOT 1
- Incorrect annotation on varargs for `simple_vertex_array` HOT 1
- Problems after Robustness (after Framebuffer refactoring) HOT 5
- Exception: requested device index 0, but found 0 devices
- in-GPU-memory interoperability with Machine Learning frameworks? HOT 6
- support for clearing integer-valued textures?
- support for rendering to integer-valued textures? EDIT: Must specify `binding=` in layout clause of shader code HOT 5
- moderngl with pygame-ce fps drop HOT 3
- missing sdist for moderngl-window 2.4.6 release on pypi HOT 1
- How to access the data within a Shader Storage Buffer Object? HOT 1
- Unable to change color_mask of framebuffer when using additional color attachments HOT 1
- How to configure distinct blend_func for multiple color-attachments ?
- Context.gc() crashes with "AttributeError: 'InvalidObject' object has no attribute 'release'"
- Can't pip install moderngl HOT 3
- Problems when migrating PyOpenGL code to ModernGL HOT 1
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