All, I'm doing some experiments with GLSL shaders these days. For some of them, I need to first render to a FBO, and then use that information to process the final image. The main surface used is multisampled, which implies, according to the documentation, that the FBO will not render to a texture but to a render buffer.
The question is how to access to the ID of that buffer, to be used as a uniform for the shader. In the texture case, there is a texture() projector in the FBO class, but there is no one for the render buffer. Thanks. -- fede
_______________________________________________ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest