SpiderPig Posted March 12 Share Posted March 12 I know this is probably not on your list yet, but do you think you'll have render hooks working with OpenGL soon? Quote Link to comment Share on other sites More sharing options...
Josh Posted March 14 Share Posted March 14 I wanted to talk to you guys about this topic. In the Vulkan renderer we had a transfer and render hook. I don't see any need for these two hooks anymore. Do you? What information needs to be passed to the hook? I think everything can be retrieved with functions: wglGetCurrentContext(); glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fbo); At what point in the renderer should this hook be called? I am thinking after all objects are rendered, before post-processing effects. Should it be set per-camera instead of per-world perhaps? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted March 14 Author Share Posted March 14 Honestly all I needed it for was to get a valid material ID, but after all objects are rendered and before post effects sounds like it'll work to me. @klepto2 What do you think? Quote Link to comment Share on other sites More sharing options...
klepto2 Posted March 14 Share Posted March 14 2 hours ago, Josh said: I wanted to talk to you guys about this topic. In the Vulkan renderer we had a transfer and render hook. I don't see any need for these two hooks anymore. Do you? What information needs to be passed to the hook? I think everything can be retrieved with functions: wglGetCurrentContext(); glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fbo); At what point in the renderer should this hook be called? I am thinking after all objects are rendered, before post-processing effects. Should it be set per-camera instead of per-world perhaps? I thought the same. Take a look here: and here: For the parameters i think the object which calls the hook should be included and an extra field for custom data. The most important thing for me is that it will be possible to get the internal opengl data. (not only the texture ids, but maybe also the buffers etc) . As i posted in the first linked thread i would prefer hooks on the way BEFORE / AFTER and also one for the world update and then for the camera. 2 Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
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