Hello,
I’m pretty sure there are some tutorials but unfortunately I don’t know what to search for exactly.
It would be nice if somebody could give me a link or a search keyword how to find more information.
Thanks in advance!
My Question:
I am drawing some stuff using a little shader. To keep it simple I will use a default shader here:
shader.vert (Vertex Shader):
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
shader.frag (Fragment Shader):
uniform sampler2D tex;
void main()
{
gl_FragColor = texture2D(tex, gl_TexCoord[0].st);
}
I want to get this shader to draw its output on a temporary texture rather than on the default frame buffer. I want to do this because some of my game objects consist of 30+ little textures that almost never change. I would like to save the resulting image for such a game object in a separate texture instead of drawing all 30+ textures directly on the frame buffer each time.
Do I need to pass another sampler2D to my shader and tell it to use it as output texture?
Or what would I need to do here?
Thanks for any help!
Xoric