so i’m trying to get 2 fbo’s into a shader to do some video mixing
and have so far been pretty unsuccessful in finding out
how to pass given textures into a shader.
it seems like this should be pretty straightforward,
just passing a reference to their .texData.textureIDs or something…
they seem to be getting set up correctly (their textureIDs are 1 & 2, accordingly)
and the shader is compiling properly (vertexShader status = 1 / fragmentShader status 1).
just not sure how to get the data from the textures into the samplers…
any ideas would be appreciated, i’ve been trolling for the info for a while to no avail.
cheers,
mark
p.s. i’m also getting this error message, even at 640 x 480:
OF_WARNING: ofxFBOTexture: requested samples too high. Using GL_SAMPLES instead.
not sure what is up with that exactly… but it’s my impression that i need to use
the “GL_RGBA, 4” mode in order to use transparency in the fbo (as i plan to)…
but maybe i’m missing something.